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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-28 05:14:04 -05:00
Player Items now carry over to the next scene
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@@ -151,12 +151,32 @@ public class dWallRun : NetworkBehaviour
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Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() * Time.deltaTime;// * wallSpeedMultiplier;
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Vector3 velNorm = playerMovementController.vel;
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velNorm.Normalize();
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moveToSet = new Vector3(moveToSet.x * -velNorm.x, moveToSet.y, moveToSet.z * -velNorm.z);
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Vector3 moveToSetNorm = moveToSet;
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moveToSetNorm.Normalize();
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if((moveToSetNorm.x < 0 && velNorm.x > 0)){
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moveToSet.x = (moveToSet.x * -velNorm.x);
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Debug.Log("x");
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}
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else if((moveToSetNorm.x > 0 && velNorm.x < 0) ){
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moveToSet.x = (-moveToSet.x * -velNorm.x);
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}
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if((moveToSetNorm.z < 0 && velNorm.z > 0)){
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moveToSet.z = (moveToSet.z * -velNorm.z);
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Debug.Log("z");
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}
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else if((moveToSetNorm.z > 0 && velNorm.z < 0)){
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moveToSet.z = (-moveToSet.z * -velNorm.z);
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}
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moveToSet.y = 0;
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playerMovementController.SetPlayerVelocity(moveToSet);
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Debug.Log(moveToSet);
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isWallRunning = true;
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}
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}
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@@ -151,12 +151,32 @@ public class WallRun : NetworkBehaviour
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Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() * Time.deltaTime;// * wallSpeedMultiplier;
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Vector3 velNorm = playerMovementController.vel;
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velNorm.Normalize();
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moveToSet = new Vector3(moveToSet.x * -velNorm.x, moveToSet.y, moveToSet.z * -velNorm.z);
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Vector3 moveToSetNorm = moveToSet;
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moveToSetNorm.Normalize();
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if((moveToSetNorm.x < 0 && velNorm.x > 0)){
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moveToSet.x = (moveToSet.x * -velNorm.x);
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Debug.Log("x");
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}
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else if((moveToSetNorm.x > 0 && velNorm.x < 0) ){
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moveToSet.x = (-moveToSet.x * -velNorm.x);
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}
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if((moveToSetNorm.z < 0 && velNorm.z > 0)){
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moveToSet.z = (moveToSet.z * -velNorm.z);
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Debug.Log("z");
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}
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else if((moveToSetNorm.z > 0 && velNorm.z < 0)){
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moveToSet.z = (-moveToSet.z * -velNorm.z);
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}
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moveToSet.y = 0;
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playerMovementController.SetPlayerVelocity(moveToSet);
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Debug.Log(moveToSet);
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isWallRunning = true;
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}
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}
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@@ -7,7 +7,7 @@ public class PlayerInventory : NetworkBehaviour
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{
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//List of items
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[SerializeField] private Dictionary<string, Item> playerItemDict = new Dictionary<string, Item>();
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[SerializeField] Dictionary<string, Item> playerItemDict = new Dictionary<string, Item>();
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public Dictionary<string, Item> PlayerItemDict{
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get{ return playerItemDict; }
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}
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@@ -18,11 +18,9 @@ public class PlayerInventory : NetworkBehaviour
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}
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//Scripts
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public PlayerStats pStats;
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public InventoryManager invMan;
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void Awake(){
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pStats = GetComponent<PlayerStats>();
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invMan = FindObjectOfType<InventoryManager>();
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pStats = GetComponent<PlayerStats>();
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}
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//Adds player Item to a dictionary
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@@ -69,14 +67,9 @@ public class PlayerInventory : NetworkBehaviour
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}
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//Equips All items in list at start of next scene
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public void UpdateEquips(){
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if(invMan != null){
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foreach(string itemName in networkItemList){
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invMan.ItemDict[itemName].Equip(pStats, this.gameObject);
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}
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}
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else{
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Debug.Log("invMan is currently not set or disabled");
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public void UpdateEquips(List<string> items, Dictionary<string, Item> allItems){
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foreach(string itemName in items){
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AddItem(allItems[itemName]);
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}
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}
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@@ -291,13 +291,13 @@ public class PlayerMovement : NetworkBehaviour
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Vector3 lastCamPos = new Vector3(0,0,0);
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Vector3 rotOffset = transform.localEulerAngles;
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if(moveController.enabled){
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transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
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camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
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camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
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camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
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cam.transform.localEulerAngles = camRotation;
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cam.transform.localEulerAngles = camRotation;
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}
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}
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@@ -6,63 +6,63 @@ using UnityEngine.Assertions;
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public class PlayerStats : MonoBehaviour
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{
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//Maximum possible player speed
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private float maxVel = 25.0f;
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[SerializeField] private float maxVel = 25.0f;
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public float MaxVel{
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get{ return maxVel; }
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set{ maxVel = value; }
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}
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//Minimum possible player speed
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private float minVel = 2.0f;
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[SerializeField] private float minVel = 2.0f;
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public float MinVel{
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get{ return minVel; }
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set{ minVel = value; }
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}
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//Current player speed
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private float curVel = 0.0f;
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[SerializeField] private float curVel = 0.0f;
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public float CurVel{
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get{ return curVel; }
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set{ curVel = value; }
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}
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//Player Acceleration
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private float acc = 0.1f;
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[SerializeField] private float acc = 0.1f;
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public float Acc{
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get{ return acc; }
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set{ acc = value; }
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}
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//Player Jump power
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private float jumpPow = 300.0f;
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[SerializeField] private float jumpPow = 300.0f;
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public float JumpPow{
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get{ return jumpPow; }
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set{ jumpPow = value; }
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}
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//Players Number of Jumps
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private int jumpNum = 2;
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[SerializeField] private int jumpNum = 2;
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public int JumpNum{
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get{ return jumpNum; }
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set{ jumpNum = value; }
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}
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//Player Traction
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private float traction = 3.0f;
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[SerializeField] private float traction = 3.0f;
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public float Traction{
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get{ return traction; }
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set{ traction = value; }
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}
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//Player Kick Power
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private float kickPow = 100.0f;
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[SerializeField] private float kickPow = 100.0f;
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public float KickPow{
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get{ return kickPow; }
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set{ kickPow = value; }
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}
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//Player Recovery Time When Knocked Down
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private float recovTime = 3.0f;
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[SerializeField] private float recovTime = 3.0f;
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public float RecovTime{
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get{ return recovTime; }
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set{ recovTime = value; }
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@@ -70,55 +70,55 @@ public class PlayerStats : MonoBehaviour
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//MAY BE UNNECCESARY DEPENDING ON HOW GLIDER TURNS OUT
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//Gravity Affecting the player
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private float playerGrav = 20.0f;
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[SerializeField] private float playerGrav = 20.0f;
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public float PlayerGrav{
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get{ return playerGrav; }
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set{ playerGrav = value; }
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}
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//If The Player Has Blink
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private bool hasBlink = false;
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[SerializeField] private bool hasBlink = false;
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public bool HasBlink{
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get{ return hasBlink; }
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set{ hasBlink = value; }
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}
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//If The Player Has Glider
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private bool hasGlider = false;
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[SerializeField] private bool hasGlider = false;
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public bool HasGlider{
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get{ return hasGlider; }
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set{ hasGlider = value; }
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}
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//If The Player Has Grapple
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private bool hasGrapple = false;
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[SerializeField] private bool hasGrapple = false;
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public bool HasGrapple{
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get{ return hasGrapple; }
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set{ hasGrapple = value; }
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}
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//If The Player Has Wallrun
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private bool hasWallrun = true;
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[SerializeField] private bool hasWallrun = false;
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public bool HasWallrun{
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get{ return hasWallrun; }
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set{ hasWallrun = value; }
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}
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//If The Player Has Nitro
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private bool hasNitro = false;
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[SerializeField] private bool hasNitro = false;
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public bool HasNitro{
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get{ return hasNitro; }
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set{ hasNitro = value; }
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}
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//If The Player Has Dash
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private bool hasDash;
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[SerializeField] private bool hasDash = false;
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public bool HasDash{
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get{ return hasDash; }
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set{ hasDash = value; }
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}
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private int playerPoints = 15;
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[SerializeField] private int playerPoints = 15;
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public int PlayerPoints{
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get{ return playerPoints; }
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set{ playerPoints = value; }
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