dashing/attacking is mostly functional again, outside of visual effects. i think the player is going too fast when coming out of the hit pause though...
dashing/attacking is mostly functional again, outside of visual effects. i think the player is going too fast when coming out of the hit pause though...
another thing i'm taking the opportunity to do with this rewrite is move a lot of the collision handling from the player to the objects that the player is colliding with. the original collision code was possibly the messiest section (og onTriggerEnter was almost 100 lines!) so hopefully
another thing i'm taking the opportunity to do with this rewrite is move a lot of the collision handling from the player to the objects that the player is colliding with. the original collision code was possibly the messiest section (og onTriggerEnter was almost 100 lines!) so hopefully
not what i was trying to make initially but i like the design
not what i was trying to make initially but i like the design