mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-04-25 07:57:08 -05:00
fixed skyrim issue and other smaller bugs
This commit is contained in:
parent
dd537fdaf5
commit
0a65febafe
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@ -5140,13 +5140,12 @@ MonoBehaviour:
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curJumpNum: 0
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jumpHeld: 0
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canJump: 1
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coyJumpTimer: 0.1
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coyJumpTimer: 0.13
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curCoyJumpTimer: 0.13
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lowJumpMultiplier: 0.001
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fallMultiplier: 1.6
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isGrounded: 0
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groundCheckDistance: 0.05
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groundSlantDistance: 0.1
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isWallRunning: 0
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hookPoint: {fileID: 0}
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hookPoints: []
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@ -3449,14 +3449,14 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2018109524}
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m_LocalRotation: {x: 0.38268343, y: 0, z: 0, w: 0.92387956}
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m_LocalPosition: {x: 31, y: 5, z: 16.4}
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m_LocalRotation: {x: 0.6579316, y: -0.0005196773, z: 0.0004957008, w: 0.7530774}
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m_LocalPosition: {x: 30.986458, y: -1.603281, z: 16.03299}
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m_LocalScale: {x: 10, y: 1, z: 10}
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m_Children:
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- {fileID: 369757239}
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m_Father: {fileID: 0}
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m_RootOrder: 5
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m_LocalEulerAnglesHint: {x: 45, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 82.285, y: -0.056, z: 0.027}
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--- !u!1 &2059816015
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GameObject:
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m_ObjectHideFlags: 0
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@ -3625,6 +3625,18 @@ PrefabInstance:
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m_Modification:
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m_TransformParent: {fileID: 0}
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m_Modifications:
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- target: {fileID: 1707207228499037414, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}
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propertyPath: groundSlantDistance
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value: 0.4
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objectReference: {fileID: 0}
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- target: {fileID: 1707207228499037464, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}
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propertyPath: m_SlopeLimit
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value: 45
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objectReference: {fileID: 0}
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- target: {fileID: 1707207228499037464, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}
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propertyPath: m_StepOffset
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value: 0.3
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objectReference: {fileID: 0}
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- target: {fileID: 5759777694531189237, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}
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propertyPath: m_RootOrder
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value: 13
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@ -66,14 +66,14 @@ public class Arrow : NetworkBehaviour {
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//Checks if the other object is the player
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MoveStateManager playerMovement = objectHit.GetComponent<MoveStateManager>();
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float DirBumpX = playerMovement.driftVel.x * -1;//Inverts the Player Velocity x
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float DirBumpY = .1f;
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float DirBumpZ = playerMovement.driftVel.z * -1;//Inverts the Player Velocity z
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Vector3 dirBump = objectHit.transform.position - transform.position;
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Vector3 DirBump = new Vector3(DirBumpX, DirBumpY, DirBumpZ);//Creates a direction to launch the player
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DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction
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dirBump.y = .1f;
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if(dirBump.x == 0 && dirBump.z == 0){
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dirBump = new Vector3(1,.1f,1);
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}
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playerMovement.GetHit(DirBump, bumpPower);
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playerMovement.GetHit(dirBump.normalized, bumpPower);
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//
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}
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@ -19,14 +19,14 @@ public class Boulder : NetworkBehaviour
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Debug.Log("Bump");
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MoveStateManager playerMovement = objectHit.GetComponent<MoveStateManager>();
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float DirBumpX = playerMovement.driftVel.x * -1;//Inverts the Player Velocity x
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float DirBumpY = .1f;
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float DirBumpZ = playerMovement.driftVel.z * -1;//Inverts the Player Velocity z
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Vector3 dirBump = objectHit.transform.position - transform.position;
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Vector3 DirBump = new Vector3(DirBumpX, DirBumpY, DirBumpZ);//Creates a direction to launch the player
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DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction
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dirBump.y = .1f;
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if(dirBump.x == 0 && dirBump.z == 0){
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dirBump = new Vector3(1,.1f,1);
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}
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playerMovement.GetHit(DirBump, bumpPower);
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playerMovement.GetHit(dirBump.normalized, bumpPower);
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}
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}
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@ -47,8 +47,8 @@ public class dAerialStateManager : NetworkBehaviour
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public bool jumpHeld; // Jump is Held
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public bool canJump = true; // can the player jump
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bool jumpPressed; // Jamp was pressed
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public float coyJumpTimer = 0.1f; // Default Coyote Jump time
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public float curCoyJumpTimer = 0.1f; // current Coyote Jump time
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public float coyJumpTimer = 0.13f; // Default Coyote Jump time
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public float curCoyJumpTimer = 0.13f; // current Coyote Jump time
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public float lowJumpMultiplier; // Short jump multiplier
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public float fallMultiplier; // High Jump Multiplier
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@ -58,10 +58,14 @@ public class dAerialStateManager : NetworkBehaviour
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//Ground Check
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public bool isGrounded; // is player grounded
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public float groundCheckDistance = 0.05f; // offset distance to check ground
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public float groundSlantDistance = 0.1f;
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private float groundSlantDistance = .1f;
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const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping
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const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again
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Ray groundRay; // ground ray
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Ray angleRayLeft;
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Ray angleRayRight;
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Ray angleRayForward;
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Ray angleRayBackwards;
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RaycastHit groundHit; // ground raycast
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//Wallrun
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@ -231,11 +235,17 @@ public class dAerialStateManager : NetworkBehaviour
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// reset values before the ground check
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isGrounded = false;
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groundRay = new Ray(moveController.transform.position, Vector3.down);
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angleRayLeft = new Ray(moveController.transform.position, Quaternion.AngleAxis(45, Vector3.forward) * Vector3.left);
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angleRayRight = new Ray(moveController.transform.position, Quaternion.AngleAxis(-45, Vector3.forward) * -Vector3.left);
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angleRayForward = new Ray(moveController.transform.position, Quaternion.AngleAxis(-45, Vector3.left) * Vector3.forward);
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angleRayBackwards = new Ray(moveController.transform.position, Quaternion.AngleAxis(45, Vector3.left) * Vector3.forward);
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if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpPressed)
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{
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//Debug.Log(Vector3.Dot(groundHit.normal, transform.up));
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// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
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if (Vector3.Dot(groundHit.normal, transform.up) > 0f)
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if (Vector3.Dot(groundHit.normal, transform.up) > .8f)
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{
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isGrounded = true;
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// handle snapping to the ground
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@ -246,7 +256,36 @@ public class dAerialStateManager : NetworkBehaviour
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}
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}
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else if(Physics.Raycast(groundRay, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
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if(Vector3.Dot(groundHit.normal, transform.up) > 0f){
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Debug.Log(groundHit.distance);
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if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
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moveController.Move(groundHit.normal * 20 * Time.deltaTime);
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mSM.CancelMomentum();
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}
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}
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else if(Physics.Raycast(angleRayLeft, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
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Debug.Log(groundHit.distance);
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if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
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moveController.Move(groundHit.normal * 20 * Time.deltaTime);
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mSM.CancelMomentum();
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}
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}
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else if(Physics.Raycast(angleRayRight, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
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Debug.Log(groundHit.distance);
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if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
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moveController.Move(groundHit.normal * 20 * Time.deltaTime);
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mSM.CancelMomentum();
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}
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}
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else if(Physics.Raycast(angleRayForward, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
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Debug.Log(groundHit.distance);
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if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
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moveController.Move(groundHit.normal * 20 * Time.deltaTime);
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mSM.CancelMomentum();
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}
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}
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else if(Physics.Raycast(angleRayBackwards, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
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Debug.Log(groundHit.distance);
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if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
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moveController.Move(groundHit.normal * 20 * Time.deltaTime);
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mSM.CancelMomentum();
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}
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@ -51,8 +51,8 @@ public class AerialStateManager : NetworkBehaviour
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public bool jumpHeld; // Jump is Held
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public bool canJump = true; // can the player jump
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bool jumpPressed; // Jamp was pressed
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public float coyJumpTimer = 0.1f; // Default Coyote Jump time
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public float curCoyJumpTimer = 0.1f; // current Coyote Jump time
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public float coyJumpTimer = 0.13f; // Default Coyote Jump time
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public float curCoyJumpTimer = 0.13f; // current Coyote Jump time
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public float lowJumpMultiplier; // Short jump multiplier
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public float fallMultiplier; // High Jump Multiplier
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@ -62,10 +62,14 @@ public class AerialStateManager : NetworkBehaviour
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//Ground Check
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public bool isGrounded; // is player grounded
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public float groundCheckDistance = 0.05f; // offset distance to check ground
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public float groundSlantDistance = 0.1f;
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private float groundSlantDistance = .1f;
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const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping
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const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again
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Ray groundRay; // ground ray
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Ray angleRayLeft;
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Ray angleRayRight;
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Ray angleRayForward;
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Ray angleRayBackwards;
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RaycastHit groundHit; // ground raycast
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//Wallrun
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@ -258,11 +262,17 @@ public class AerialStateManager : NetworkBehaviour
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// reset values before the ground check
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isGrounded = false;
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groundRay = new Ray(moveController.transform.position, Vector3.down);
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angleRayLeft = new Ray(moveController.transform.position, Quaternion.AngleAxis(45, Vector3.forward) * Vector3.left);
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angleRayRight = new Ray(moveController.transform.position, Quaternion.AngleAxis(-45, Vector3.forward) * -Vector3.left);
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angleRayForward = new Ray(moveController.transform.position, Quaternion.AngleAxis(-45, Vector3.left) * Vector3.forward);
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angleRayBackwards = new Ray(moveController.transform.position, Quaternion.AngleAxis(45, Vector3.left) * Vector3.forward);
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if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpPressed)
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{
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//Debug.Log(Vector3.Dot(groundHit.normal, transform.up));
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// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
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if (Vector3.Dot(groundHit.normal, transform.up) > 0f)
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if (Vector3.Dot(groundHit.normal, transform.up) > .8f)
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{
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isGrounded = true;
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// handle snapping to the ground
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@ -272,10 +282,37 @@ public class AerialStateManager : NetworkBehaviour
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}
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}
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}
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else if(Physics.Raycast(groundRay, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0 ){
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if(Vector3.Dot(groundHit.normal, transform.up) > 0f){
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Debug.Log("On a Slant");
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// Debug.Log("The grounds Normal" + groundHit.normal);
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else if(Physics.Raycast(groundRay, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
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Debug.Log(groundHit.distance);
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if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
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moveController.Move(groundHit.normal * 20 * Time.deltaTime);
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mSM.CancelMomentum();
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}
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}
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else if(Physics.Raycast(angleRayLeft, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
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Debug.Log(groundHit.distance);
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if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
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moveController.Move(groundHit.normal * 20 * Time.deltaTime);
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mSM.CancelMomentum();
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}
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}
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else if(Physics.Raycast(angleRayRight, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
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Debug.Log(groundHit.distance);
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if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
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moveController.Move(groundHit.normal * 20 * Time.deltaTime);
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mSM.CancelMomentum();
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}
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}
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else if(Physics.Raycast(angleRayForward, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
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Debug.Log(groundHit.distance);
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if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
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moveController.Move(groundHit.normal * 20 * Time.deltaTime);
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mSM.CancelMomentum();
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}
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}
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else if(Physics.Raycast(angleRayBackwards, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
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Debug.Log(groundHit.distance);
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if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
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moveController.Move(groundHit.normal * 20 * Time.deltaTime);
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mSM.CancelMomentum();
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}
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@ -169,9 +169,8 @@ public class PlayerStats : MonoBehaviour
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}
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//temp values for reseting stuff
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private float tempTraction;
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private float tempAcc;
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private float accModification;
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private float tractionModification;
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private bool weatherOn = false;
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////
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@ -209,17 +208,13 @@ public class PlayerStats : MonoBehaviour
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case Weather.Rain:{
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Debug.Log("Rain");
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tempTraction = traction;
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tempAcc = acc;
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traction -= 4;
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if(curTraction - 4 > 0){
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curTraction -= 4;
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}
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acc += 2;
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curAcc += 2;
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accModification = 2;
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tractionModification = .5f;
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traction *= tractionModification;
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curTraction *= tractionModification;
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accModification = 5;
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acc *= accModification;
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curAcc *= accModification;
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break;
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}
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@ -227,17 +222,13 @@ public class PlayerStats : MonoBehaviour
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case Weather.Snow:{
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Debug.Log("Snow");
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tempTraction = traction;
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tempAcc = acc;
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traction += 2;
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if(curTraction > .01 && curTraction != 1){
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curTraction += 2;
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}
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acc *= .5f;
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curAcc *= .5f;
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accModification = -acc;
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tractionModification = 2f;
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traction *= tractionModification;
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curTraction *= tractionModification;
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accModification = .5f;
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acc *= accModification;
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curAcc *= accModification;
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curVel *= .5f;
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@ -270,14 +261,15 @@ public class PlayerStats : MonoBehaviour
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weatherOn = false;
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acc = tempAcc;
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traction = tempTraction;
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acc *= (1/tractionModification);
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traction *= (1/accModification);
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if(curTraction > .01 && curTraction != 1){
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curTraction = traction;
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}
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curAcc -= accModification;
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curTraction *= (1/tractionModification);
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curAcc *= (1/accModification);
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tractionModification = 1;
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accModification = 1;
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windOn = false;
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@ -291,23 +283,25 @@ public class PlayerStats : MonoBehaviour
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bool midWeatherOn;
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public void ApplySlimeBody(){
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maxVel = 25;
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maxVel *= .4f;
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curVel = minVel;
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}
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//Clear slime body effect
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public void ClearSlimeBody(){
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maxVel = 50;
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maxVel *= (1/.4f);
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}
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//Apply slime trail effect to the player
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public void ApplySlimeTrail(){
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curTraction = 1;
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traction *= .3f;
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curTraction *= .3f;
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}
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//Clear slime trail effect
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public void ClearSlimeTrail(){
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curTraction = traction;
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traction *= (1 / .3f);
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curTraction *= (1 / .3f);
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}
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////
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void Update(){
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@ -12,29 +12,29 @@ EditorUserSettings:
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value: 22424703114646680e0b0227036c731f1415016439262f2434
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flags: 0
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RecentlyUsedScenePath-5:
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value: 22424703114646680e0b0227036c7b151b180b6519016b0515163936efef2776f7e93ffdfe
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flags: 0
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RecentlyUsedScenePath-6:
|
||||
RecentlyUsedScenePath-5:
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||||
value: 22424703114646680e0b0227036c731f1415016439262f2434
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flags: 0
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RecentlyUsedScenePath-7:
|
||||
RecentlyUsedScenePath-6:
|
||||
value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb
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||||
flags: 0
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||||
RecentlyUsedScenePath-8:
|
||||
RecentlyUsedScenePath-7:
|
||||
value: 22424703114646680e0b0227036c7b151b180b650721283704240d14f0e12d3aedff78fce9332b25
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||||
flags: 0
|
||||
RecentlyUsedScenePath-9:
|
||||
RecentlyUsedScenePath-8:
|
||||
value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb
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||||
flags: 0
|
||||
RecentlyUsedScenePath-9:
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||||
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
|
||||
flags: 0
|
||||
vcSharedLogLevel:
|
||||
value: 0d5e400f0650
|
||||
flags: 0
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user