mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-04-25 16:15:39 -05:00
have an understanding on how i want to do grapple
have gotten the intial force direction calculations completed and will be working on expanding it further
This commit is contained in:
parent
b4b4797fa8
commit
15acf40031
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@ -2317,8 +2317,8 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1405946429}
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@ -3295,8 +3295,16 @@ PrefabInstance:
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m_Modifications:
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- target: {fileID: 1707207228499037468, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}
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propertyPath: hasGrapple
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value: 1
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value: 13
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@ -29,7 +29,7 @@ public class dAerialGroundedState : dAerialBaseState
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//can grapple and in state that allows grapple
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else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GrappleGroundedState);
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aSM.SwitchState(aSM.GrappleAirState);
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}
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}
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@ -5,98 +5,37 @@ using UnityEngine;
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public class dAerialGrappleAirState : dAerialBaseState
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{
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bool spaceHeld = true;
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float ropeLength; // current rope length
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float inclinationAngle; // inclination angle
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float theta = -1; // theta for rope angle
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Vector3 hookPointRight; // right vector of the hook point
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Vector3 curXZDir; // current straight line between player and hook point ignoring y axis
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Vector3 oldXZDir; // old straight line between player and hook point ignoring y axis
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Vector3 initialForceDirection;
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float distanceBeneathHook = 4f;
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float distanceAfterHook = 5f;
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Vector3 desiredPosition;
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bool pointReached = false;
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Vector3 swingDirection; // Swing direction
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float swingSpeed = 10; // cur swing speed
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Vector3 tensionDirection; // tension direction
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float tensionForce; // tension force amplifier
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float swingMom; // swing Mom amplifier
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float oldSwingMom; // old swing Momentum amplifier
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Vector3 momDirection; // momentum direction
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Vector3 tensionMomDirection; // tension momentum direction
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float defaultGraceTimer = 1.0f; // default timer
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float graceTimer; // grace period at the end of the swing so the player has time to let go
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bool swingGrace = true; // is the grace timer over
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public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
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//refresh jump number
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aSM.curJumpNum = 0;
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Vector3 updatedYHookPoint = new Vector3(aSM.hookPoint.transform.position.x, aSM.hookPoint.transform.position.y - distanceBeneathHook, aSM.hookPoint.transform.position.z);
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Vector3 updatedXHookPointDirection = (new Vector3(aSM.transform.position.x, 0, aSM.transform.position.z) - new Vector3(aSM.hookPoint.transform.position.x, 0, aSM.hookPoint.transform.position.z)).normalized;
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desiredPosition = updatedYHookPoint + (updatedXHookPointDirection * -distanceAfterHook);
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//rope length limit
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ropeLength = Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position);
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if(ropeLength > aSM.maxGrappleDistance){
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ropeLength = aSM.maxGrappleDistance;
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}
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initialForceDirection = desiredPosition - aSM.transform.position;
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initialForceDirection = initialForceDirection.normalized;
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//old and cur direction vector for player to hookpoint
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oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
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curXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
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//swing momentum calculation
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swingMom = CalculateSwingMom(aSM.mSM.driftVel.magnitude * 50f, aSM);
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oldSwingMom = swingMom;
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//Initialize variables
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aSM.pStats.GravVel = -1; // grav vel is adjusted so things work
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aSM.release = false; // player hasn't released
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aSM.lerpRelease = Vector3.zero; // reset lerp release
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spaceHeld = true;
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graceTimer = defaultGraceTimer; //sets grace timer
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}
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public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
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//If not going into grapple grounded state
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if(nextState != aSM.GrappleGroundedState){
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aSM.release = true;
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aSM.pStats.GravVel = 0;
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aSM.forceDirection = Vector3.zero;
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}
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//If going into grapple grounded state
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else{
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aSM.pStats.GravVel = 0;
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aSM.forceDirection = Vector3.zero;
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}
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}
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public override void UpdateState(dAerialStateManager aSM){
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//if pressing E or ragdolling then falling
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if(((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld && !aSM.pStats.IsPaused) || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
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aSM.SwitchState(aSM.FallingState);
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}
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else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2)) && aSM.eHeld){
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aSM.eHeld = false;
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}
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//if pressing Jump then jump
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else if(Input.GetButton("Jump") && !spaceHeld && !aSM.pStats.IsPaused){
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aSM.SwitchState(aSM.JumpingState);
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}
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else if(!(Input.GetButton("Jump")) && spaceHeld){
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spaceHeld = false;
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}
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//if grounded then grapple grounded
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else if(aSM.isGrounded){
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aSM.SwitchState(aSM.GrappleGroundedState);
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}
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//if wallrunning then wallrun
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else if(aSM.isWallRunning){
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aSM.SwitchState(aSM.WallRunState);
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}
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}
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@ -104,165 +43,25 @@ public class dAerialGrappleAirState : dAerialBaseState
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////////ADD A LINE RENDERER WHEN WE GET THE HAND MODEL
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//Draw Line between player and hookpoint for debug purposes
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Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.transform.position)); //Visual of line
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//Calculate tether force direction based on hookpoint
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if (Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) >= ropeLength )
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{
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aSM.forceDirection = CalculateForceDirection(1, aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM) + RopeLengthOffset(aSM.hookPoint.transform.position, Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position), aSM);
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}
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else{
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aSM.forceDirection = Vector3.zero;
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}
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//Move player based on their inputs
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aSM.moveController.Move(SwingMoveController(aSM));
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//if Swing Momentum isn't zero then move player
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if(swingMom != 0){
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aSM.moveController.Move(CalculateMomentumDirection(aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM));
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swingMom -= .5f;
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}
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if(swingMom<0) swingMom = 0;
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//Calculate temp release at every position
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aSM.tempRelease = CalculateSwingReleaseForce();
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Debug.DrawRay(aSM.transform.position, initialForceDirection); //Visual of line
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//Apply default gravity
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aSM.GravityCalculation(aSM.pStats.PlayerGrav);
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if(!pointReached){
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aSM.moveController.Move(initialForceDirection * .1f);
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aSM.GravityCalculation(.1f);
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}
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else{
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aSM.GravityCalculation(aSM.pStats.PlayerGrav);
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}
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}
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//Calculate the tether direction vector and how much force that vector needs
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Vector3 CalculateForceDirection(float mass, float g, Vector3 hPoint, dAerialStateManager aSM){
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//tension direction and angle calculation
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tensionDirection = (hPoint - aSM.transform.position).normalized;
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inclinationAngle = Vector3.Angle((aSM.transform.position - hPoint).normalized, -aSM.transform.up);
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theta = Mathf.Deg2Rad * inclinationAngle;
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if(theta<=.1) theta = 0;
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//How much force the tension needs
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tensionForce = mass * -g * Mathf.Cos(theta);
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//force direction calculation based on tension direction and force
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Vector3 fDirection = tensionDirection * tensionForce;
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//return force direction
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return fDirection;
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float CalculateInitialForcePower(){
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return 0;
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}
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Vector3 CalculateMomentumDirection(float g, Vector3 hPoint, dAerialStateManager aSM){
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tensionMomDirection = (hPoint - aSM.transform.position).normalized;
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hookPointRight = Vector3.Cross(oldXZDir, aSM.transform.up).normalized;
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momDirection = -1 * Vector3.Cross(hookPointRight, tensionMomDirection).normalized;
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//if player is on the other side of hookpoint and swingMom is lower then update oldXZDir
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if(oldXZDir != curXZDir && swingMom <= (oldSwingMom*(.75f))){
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if(graceTimer >= 0){
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swingGrace = false;
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graceTimer -= .1f;
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}
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else{
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oldSwingMom = swingMom;
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oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
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swingGrace = true;
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graceTimer = defaultGraceTimer;
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}
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}
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//current line between hookpoint and player
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curXZDir = (new Vector3(hPoint.x,0,hPoint.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
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Debug.DrawRay(aSM.transform.position, momDirection * Time.deltaTime* 100, Color.green);
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//return momentum dir * mom force
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return (momDirection * Time.deltaTime * swingMom);
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float ForceDissipation(){
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return 0;
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}
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//Calculates the players initial swing momentum using their height and their current velocity
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float CalculateSwingMom(float playerSpeed, dAerialStateManager aSM){
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//Calculate the players height compared to the lowest point in the swing
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float swingHeight = aSM.transform.position.y - (aSM.hookPoint.transform.position.y - ropeLength);
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if(swingHeight <= 1){
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swingHeight = 1;
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}
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//calculates swing momentum based on height ands speed
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float sMom = playerSpeed + (swingHeight * 3f);
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if(sMom > aSM.maxSwingMom){
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sMom = aSM.maxSwingMom;
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}
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//returns swing momentum
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return sMom;
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}
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//Special movement for the player while they swing
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Vector3 SwingMoveController(dAerialStateManager aSM){
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//WASD input
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float inputVert = Input.GetAxis("Vertical");
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float inputHor = Input.GetAxis("Horizontal");
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//input is zero when nothing is pressed to prevent button easing values
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if((!Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))) inputVert = 0;
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if((!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))) inputHor = 0;
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//Swingspeed build up
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if((inputVert != 0 || inputHor != 0) && swingSpeed < aSM.maxSwingSpeed){
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swingSpeed += aSM.swingAcc;
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}
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else if((inputVert != 0 || inputHor != 0) && swingSpeed >= aSM.maxSwingSpeed){
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swingSpeed = aSM.maxSwingSpeed;
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}
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else if((inputVert == 0 && inputHor == 0)){
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swingSpeed = aSM.minSwingSpeed;
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}
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//Swing direction based on player input
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swingDirection = Vector3.Cross(tensionDirection, ((aSM.transform.right * -inputVert) + (aSM.transform.forward * inputHor))).normalized;
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//Swing movement with swing speed added
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Vector3 swingMovement = (swingDirection * Time.deltaTime * swingSpeed);
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//returns swing movement vector
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return (swingMovement);
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}
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Vector3 RopeLengthOffset(Vector3 hPoint, float curDistance, dAerialStateManager aSM){
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//How powerful our offset movement has to be
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float offsetPower = ((curDistance - ropeLength) * 200f);
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//The direction we need to apply force to offset when the rope gets lengthened beyond the necessary point
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Vector3 tenDirOffset = (hPoint - aSM.transform.position).normalized;
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//returns rope offset direction * power
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return tenDirOffset * offsetPower * Time.deltaTime;
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}
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Vector3 CalculateSwingReleaseForce(){
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//Swing release direction
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Vector3 releaseSwingForceDirection = momDirection * ((swingMom) + 10);
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releaseSwingForceDirection = new Vector3(releaseSwingForceDirection.x,0,releaseSwingForceDirection.z);
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//if swingMom is low there is no release force
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if(swingMom < 2){
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return Vector3.zero;
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}
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//return swing release direction
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return releaseSwingForceDirection * Time.deltaTime;
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}
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}
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@ -85,16 +85,12 @@ public class dAerialStateManager : NetworkBehaviour
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Vector3 impact = Vector3.zero; // Impact Vector
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//Grapple Variables
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public float maxGrabDistance = 50;// Max Distance can cast grapple
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float maxGrabDistance = 25;// Max Distance can cast grapple
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public GameObject hookPoint; // Actual Hook points
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public GameObject[] hookPoints; // Hook point list
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public int hookPointIndex; // Hook point Index
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public float distance; // distance of hookpoints
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public float maxGrappleDistance = 25; // Max Rope Length
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public float maxSwingSpeed = 50; // max swing speed
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public float minSwingSpeed = 20; // min swing speed
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public float swingAcc = 3f; // swing acceleration
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public float maxSwingMom = 60; // max swing momentum
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public bool release = false; // has player ungrappled
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public Vector3 tempRelease; // temporary release force vector
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public Vector3 lerpRelease; // lerped release force vector
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@ -257,12 +253,6 @@ public class dAerialStateManager : NetworkBehaviour
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void DownwardMovement(){
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Vector3 moveY = new Vector3(0,pStats.GravVel,0) * Time.deltaTime;
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if(currentState == GrappleAirState){
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moveY = (new Vector3(0,pStats.GravVel,0) + forceDirection) * Time.deltaTime;
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}
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moveController.Move(moveY);
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}
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@ -279,7 +269,7 @@ public class dAerialStateManager : NetworkBehaviour
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curJumpNum = 0;
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}
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else{
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pStats.GravVel = pStats.JumpPow;
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pStats.GravVel = pStats.JumpPow;
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}
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