mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-28 05:14:04 -05:00
pause disables inputs instead of scripts
This commit is contained in:
@@ -270,22 +270,24 @@ public class AerialStateManager : NetworkBehaviour
|
||||
|
||||
//applies Jump values and Variables
|
||||
void Jump(){
|
||||
//If space/south gamepad button is pressed apply an upwards force to the player
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && (mSM.currentState != mSM.SlideState && mSM.currentState != mSM.CrouchState && mSM.currentState != mSM.RagdollState && mSM.currentState != mSM.RecoveringState))
|
||||
{
|
||||
if(currentState == WallRunState){
|
||||
AddImpact((GetWallJumpDirection()), pStats.JumpPow * 8.5f);
|
||||
pStats.GravVel = pStats.JumpPow;
|
||||
curJumpNum = 0;
|
||||
if(!pStats.IsPaused){
|
||||
//If space/south gamepad button is pressed apply an upwards force to the player
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && (mSM.currentState != mSM.SlideState && mSM.currentState != mSM.CrouchState && mSM.currentState != mSM.RagdollState && mSM.currentState != mSM.RecoveringState))
|
||||
{
|
||||
if(currentState == WallRunState){
|
||||
AddImpact((GetWallJumpDirection()), pStats.JumpPow * 8.5f);
|
||||
pStats.GravVel = pStats.JumpPow;
|
||||
curJumpNum = 0;
|
||||
}
|
||||
else{
|
||||
pStats.GravVel = pStats.JumpPow;
|
||||
}
|
||||
|
||||
|
||||
curJumpNum++;
|
||||
jumpHeld = true;
|
||||
jumpPressed = true;
|
||||
}
|
||||
else{
|
||||
pStats.GravVel = pStats.JumpPow;
|
||||
}
|
||||
|
||||
|
||||
curJumpNum++;
|
||||
jumpHeld = true;
|
||||
jumpPressed = true;
|
||||
}
|
||||
|
||||
//If grounded no jumps have been used and coyote Timer is refreshed
|
||||
@@ -311,7 +313,7 @@ public class AerialStateManager : NetworkBehaviour
|
||||
|
||||
//Apply Impact for when force needs to be applied without ragdolling
|
||||
public void AddImpact(Vector3 dir, float force){
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if (!IsLocalPlayer) { return; }
|
||||
|
||||
//Normalize direction multiply by force and add it to the impact
|
||||
dir.Normalize();
|
||||
@@ -478,15 +480,17 @@ public class AerialStateManager : NetworkBehaviour
|
||||
////Grapple Functions
|
||||
//Checks if the player can grapple
|
||||
public bool CheckGrapple(){
|
||||
if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit
|
||||
{
|
||||
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
|
||||
if (hookPointIndex != -1) //If there is a hookpoint
|
||||
{
|
||||
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
|
||||
eHeld = true;
|
||||
return true;
|
||||
}
|
||||
if(!pStats.IsPaused){
|
||||
if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit
|
||||
{
|
||||
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
|
||||
if (hookPointIndex != -1) //If there is a hookpoint
|
||||
{
|
||||
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
|
||||
eHeld = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user