Added maximum falling time
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@@ -13,6 +13,9 @@ public class DamageHandler : MonoBehaviour
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public float minSize = 0.4f;
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private float lastYVelocity;
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private bool falling;
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private float fallTime;
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public float maxFallingTime = 2f;
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private void Awake()
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@@ -32,7 +35,26 @@ public class DamageHandler : MonoBehaviour
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private void FixedUpdate()
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{
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lastYVelocity = rb.linearVelocityY;
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float currentVelocity = rb.linearVelocityY;
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if (lastYVelocity >= 0 && currentVelocity < 0)
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{
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falling = true;
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Debug.Log("Started falling");
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fallTime = 0f;
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}
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else if(lastYVelocity < 0 && currentVelocity < 0)
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{
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if (fallTime >= maxFallingTime)
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{
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Die();
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}
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fallTime += Time.deltaTime;
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} else if(currentVelocity >= 0)
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{
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Debug.Log("Not falling");
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falling = false;
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}
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lastYVelocity = currentVelocity;
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}
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private void OnCollisionEnter2D(Collision2D other)
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@@ -41,13 +63,13 @@ public class DamageHandler : MonoBehaviour
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if (fallSpeed < -threshold)
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{
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float fallDamage = (-fallSpeed - threshold) * multiplier;
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Debug.Log($"Fell with velocity:{fallSpeed}. Fall damage{fallDamage}");
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// Debug.Log($"Fell with velocity:{fallSpeed}. Fall damage{fallDamage}");
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UpdateHealth(health - fallDamage);
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// Debug.Log($"New health:{health - fallDamage}");
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}
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else
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{
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Debug.Log($"Fell with velocity:{fallSpeed}. No fall damage");
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// Debug.Log($"Fell with velocity:{fallSpeed}. No fall damage");
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}
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}
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@@ -58,11 +80,11 @@ public class DamageHandler : MonoBehaviour
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Transform transform = GetComponent<Transform>();
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float healthScaling = minSize + (1 - minSize) * (this.health / maxHealth);
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transform.localScale = new Vector3(healthScaling,healthScaling,healthScaling);
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Debug.Log("UpdatedScale and health");
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// Debug.Log("UpdatedScale and health");
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if(this.health <= 0f)
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{
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Debug.Log("Die");
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// Debug.Log("Die");
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Die();
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}
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}
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