refactor (slowndow): create a function in movement script to apply the slowdown 'keep the logic'
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@@ -8,7 +8,7 @@ public class SlowdownArea : MonoBehaviour
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public float slowSpeed;
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public float timer;
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private float baseSpeed;
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private float baseJump;
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private bool isInZone = false;
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private PlayerMovement player;
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@@ -19,7 +19,6 @@ public class SlowdownArea : MonoBehaviour
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if (area.CompareTag("Player")){
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player = area.GetComponent<PlayerMovement>();
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jump = area.GetComponent<PlayerJump>();
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baseSpeed = player.WalkSpeed;
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baseJump = 5.0f;
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jump.JumpForce = 1.5f;
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isInZone = true;
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@@ -32,7 +31,7 @@ public class SlowdownArea : MonoBehaviour
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{
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isInZone = false;
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timer = 0f;
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player.WalkSpeed = baseSpeed;
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player.ApplySlow(1f);
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jump.JumpForce = baseJump;
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}
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}
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@@ -46,6 +45,6 @@ public class SlowdownArea : MonoBehaviour
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timer += Time.deltaTime;
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float t = Mathf.Clamp(timer * slowSpeed, 0f, 1f);
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float multiplicator = Mathf.Lerp(1f, maxSlow, t);
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player.WalkSpeed = baseSpeed * multiplicator;
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player.ApplySlow(multiplicator);
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}
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}
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@@ -14,12 +14,17 @@ public class PlayerMovement : MonoBehaviour
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private Vector3 moveDirection;
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// used for root enemies
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private float baseWalkSpeed;
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private float slowMultiplier = 1f;
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private void Awake()
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{
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m_rigidbody = GetComponent<Rigidbody>();
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input = GetComponent<PlayerInputController>();
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animator = GetComponent<Animator>();
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headController = GetComponent<PlayerHeadController>();
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baseWalkSpeed = WalkSpeed;
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if (m_rigidbody != null)
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{
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@@ -27,6 +32,11 @@ public class PlayerMovement : MonoBehaviour
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}
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}
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public void ApplySlow(float multiplier)
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{
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slowMultiplier = multiplier;
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}
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private void FixedUpdate()
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{
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Vector2 m_moveAmt = input.MoveAmount;
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@@ -48,7 +58,7 @@ public class PlayerMovement : MonoBehaviour
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if (headController.isHoldingHead)
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{
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m_rigidbody.MovePosition(
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m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
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m_rigidbody.position + Time.deltaTime * baseWalkSpeed * slowMultiplier * moveDirection
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);
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}
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else
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@@ -56,7 +66,7 @@ public class PlayerMovement : MonoBehaviour
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if (moveDirection.magnitude >= 0.1f)
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{
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m_rigidbody.MovePosition(
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m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
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m_rigidbody.position + Time.deltaTime * baseWalkSpeed * slowMultiplier * moveDirection
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);
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Quaternion targetRotation = Quaternion.LookRotation(moveDirection);
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