Merge pull request #5 from orsolya-st/cems-awesome-branch

Cems awesome branch
This commit is contained in:
orsolya-st
2026-06-06 00:37:32 +02:00
committed by GitHub
3 changed files with 26 additions and 9 deletions
+6
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@@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}
+4 -4
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@@ -141,11 +141,11 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
value: -4.270053 value: -2.56
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 6566899495513628888, guid: d56297e435f8410a584581d73d99d2e4, type: 3} - target: {fileID: 6566899495513628888, guid: d56297e435f8410a584581d73d99d2e4, type: 3}
propertyPath: m_LocalPosition.y propertyPath: m_LocalPosition.y
value: 0.7652666 value: 1.91
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@@ -202,11 +202,11 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
value: -4.73 value: -6.02
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
+15 -4
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@@ -14,21 +14,32 @@ public class DropletMovement : MonoBehaviour
[SerializeField] private float dashDuration; [SerializeField] private float dashDuration;
private float dashTime; private float dashTime;
// Start is called once before the first execution of Update after the MonoBehaviour is created private Animator playerAnim;
private float xInput;
private bool isGrounded = true;
[SerializeField] private float dashSpeed;
[SerializeField] private float dashDuration;
private float dashTime;
void Start() void Start()
{ {
rb = GetComponent<Rigidbody2D>(); rb = GetComponent<Rigidbody2D>();
} }
// Update is called once per frame
void Update() void Update()
{ {
movement.x = Input.GetAxisRaw("Horizontal"); movement.x = Input.GetAxisRaw("Horizontal");
movement.y = Input.GetAxisRaw("Vertical");
if (isGrounded && Input.GetKeyDown(KeyCode.Space))
{
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpingPower);
}
} }
private void FixedUpdate() private void FixedUpdate()
{ {
rb.linearVelocity = movement.normalized * moveSpeed; rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
} }
} }