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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 09:54:28 -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
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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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