Merge branch 'feature/addMiniGame' of bitbucket.org:usaya/popcorn into feature/addMiniGame
This commit is contained in:
commit
1a66a390e2
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@ -449,9 +449,9 @@ GameObject:
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- component: {fileID: 1100708945145624655}
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- component: {fileID: 1100708945145624655}
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- component: {fileID: 2191675667085566828}
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- component: {fileID: 2191675667085566828}
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- component: {fileID: 2607884839347368726}
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- component: {fileID: 2607884839347368726}
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- component: {fileID: 5073600136309842042}
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- component: {fileID: 6629287981537804912}
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- component: {fileID: 6629287981537804912}
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- component: {fileID: 2000284772114145180}
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- component: {fileID: 2000284772114145180}
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- component: {fileID: 5073600136309842042}
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- component: {fileID: 3714690223456412398}
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- component: {fileID: 3714690223456412398}
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m_Layer: 0
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m_Layer: 0
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m_Name: Brother_pink
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m_Name: Brother_pink
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@ -523,14 +523,57 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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speed: 5
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speed: 5
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jumpTime: 1.25
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jumpHeight: 5
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fallTime: 0.5
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fallTime: 0.5
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hitTime: 1.5
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hitTime: 1.5
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hitWaitTime: 1
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hitWaitTime: 1
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jumpAnimationCurve:
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serializedVersion: 2
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: -0.010743141
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inSlope: 20.455141
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outSlope: 20.455141
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tangentMode: 0
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.061644025
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- serializedVersion: 3
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time: 0.625
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value: 5
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inSlope: 0
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outSlope: 0
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tangentMode: 0
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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m_PreInfinity: 2
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m_PostInfinity: 0
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m_RotationOrder: 4
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level1: {fileID: 775281020594132328}
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level1: {fileID: 775281020594132328}
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level2: {fileID: 7545235244005095164}
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level2: {fileID: 7545235244005095164}
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level3: {fileID: 3741799588110921262}
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level3: {fileID: 3741799588110921262}
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--- !u!50 &5073600136309842042
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Rigidbody2D:
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serializedVersion: 4
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1088131638166771230}
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m_BodyType: 1
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m_Simulated: 1
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m_UseFullKinematicContacts: 0
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m_UseAutoMass: 0
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m_Mass: 1
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m_LinearDrag: 0
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m_AngularDrag: 0.05
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m_GravityScale: 1
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m_Material: {fileID: 0}
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m_Interpolate: 0
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m_SleepingMode: 1
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m_CollisionDetection: 0
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m_Constraints: 4
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--- !u!61 &6629287981537804912
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--- !u!61 &6629287981537804912
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BoxCollider2D:
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BoxCollider2D:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -541,7 +584,7 @@ BoxCollider2D:
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m_Enabled: 1
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m_Enabled: 1
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m_Density: 1
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m_Density: 1
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m_Material: {fileID: 0}
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m_Material: {fileID: 0}
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m_IsTrigger: 1
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m_IsTrigger: 0
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m_UsedByEffector: 0
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m_UsedByEffector: 0
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m_UsedByComposite: 0
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m_UsedByComposite: 0
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m_Offset: {x: -0.7984886, y: -0.13052177}
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m_Offset: {x: -0.7984886, y: -0.13052177}
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@ -567,7 +610,7 @@ BoxCollider2D:
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m_Enabled: 1
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m_Enabled: 1
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m_Density: 1
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m_Density: 1
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m_Material: {fileID: 0}
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m_Material: {fileID: 0}
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m_IsTrigger: 1
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m_IsTrigger: 0
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m_UsedByEffector: 0
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m_UsedByEffector: 0
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m_UsedByComposite: 0
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m_UsedByComposite: 0
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m_Offset: {x: -0.40692186, y: 1.5892982}
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m_Offset: {x: -0.40692186, y: 1.5892982}
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@ -583,27 +626,6 @@ BoxCollider2D:
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serializedVersion: 2
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serializedVersion: 2
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m_Size: {x: 1.8138437, y: 0.61611176}
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m_Size: {x: 1.8138437, y: 0.61611176}
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m_EdgeRadius: 0
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m_EdgeRadius: 0
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--- !u!50 &5073600136309842042
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Rigidbody2D:
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serializedVersion: 4
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1088131638166771230}
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m_BodyType: 1
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m_Simulated: 1
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m_UseFullKinematicContacts: 0
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m_UseAutoMass: 0
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m_Mass: 1
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m_LinearDrag: 0
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m_AngularDrag: 0.05
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m_GravityScale: 1
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m_Material: {fileID: 0}
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m_Interpolate: 0
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m_SleepingMode: 1
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m_CollisionDetection: 0
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m_Constraints: 4
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--- !u!114 &3714690223456412398
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--- !u!114 &3714690223456412398
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -84,7 +84,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
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lineRendererCenter.SetPosition(0, character.position + centerOffset);
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lineRendererCenter.SetPosition(0, character.position + centerOffset);
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lineRendererFront.SetPosition(0, character.position + frontOffset);
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lineRendererFront.SetPosition(0, character.position + frontOffset);
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Observable.Timer(TimeSpan.Zero, TimeSpan.FromSeconds(.1f))
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Observable.Timer(TimeSpan.Zero, TimeSpan.FromSeconds(.02f))
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.DelayFrameSubscription(2)
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.DelayFrameSubscription(2)
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.Subscribe(_ =>
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.Subscribe(_ =>
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{
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{
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@ -8,11 +8,10 @@ namespace MyGame.Scenes.MiniGame.Scripts
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public class Player : MonoBehaviour
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public class Player : MonoBehaviour
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{
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{
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[SerializeField] private float speed = 5f;
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[SerializeField] private float speed = 5f;
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[SerializeField] private float jumpTime = 1.25f;
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[SerializeField] private float jumpHeight = 5f;
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[SerializeField] private float fallTime = 1f;
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[SerializeField] private float fallTime = 1f;
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[SerializeField] private float hitTime = 1.5f;
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[SerializeField] private float hitTime = 1.5f;
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[SerializeField] private float hitWaitTime = 1f;
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[SerializeField] private float hitWaitTime = 1f;
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[SerializeField] private AnimationCurve jumpAnimationCurve;
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[SerializeField] private GameObject level1;
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[SerializeField] private GameObject level1;
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[SerializeField] private GameObject level2;
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[SerializeField] private GameObject level2;
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[SerializeField] private GameObject level3;
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[SerializeField] private GameObject level3;
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@ -28,8 +27,8 @@ namespace MyGame.Scenes.MiniGame.Scripts
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private void Start()
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private void Start()
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{
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{
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isHit.AddTo(this);
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isHit.AddTo(this);
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basePos = transform.localPosition;
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animator = GetComponent<Animator>();
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animator = GetComponent<Animator>();
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basePos = transform.localPosition;
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}
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}
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public void Stay(bool force = false)
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public void Stay(bool force = false)
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@ -65,9 +64,11 @@ namespace MyGame.Scenes.MiniGame.Scripts
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SoundManager.Instance.PlaySE("se_minigame_Jump");
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SoundManager.Instance.PlaySE("se_minigame_Jump");
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animator?.Play("Brother_pink_jump");
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animator?.Play("Brother_pink_jump");
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isJump = true;
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isJump = true;
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var lastFrame = jumpAnimationCurve[jumpAnimationCurve.length - 1];
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var jumpTime = lastFrame.time * 2;
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jumpCoroutine = this.CallLerp(jumpTime, t =>
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jumpCoroutine = this.CallLerp(jumpTime, t =>
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{
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{
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transform.SetLocalPositionY(basePos.y + Mathf.Sin(Mathf.PI * t) * jumpHeight);
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transform.SetLocalPositionY(basePos.y + jumpAnimationCurve.Evaluate(t * jumpTime));
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}, () =>
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}, () =>
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{
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{
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isJump = false;
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isJump = false;
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