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:
Melbyj1125
2022-04-01 00:28:01 -05:00
parent b4b4797fa8
commit 15acf40031
4 changed files with 38 additions and 241 deletions

View File

@@ -85,16 +85,12 @@ public class dAerialStateManager : NetworkBehaviour
Vector3 impact = Vector3.zero; // Impact Vector
//Grapple Variables
public float maxGrabDistance = 50;// Max Distance can cast grapple
float maxGrabDistance = 25;// Max Distance can cast grapple
public GameObject hookPoint; // Actual Hook points
public GameObject[] hookPoints; // Hook point list
public int hookPointIndex; // Hook point Index
public float distance; // distance of hookpoints
public float maxGrappleDistance = 25; // Max Rope Length
public float maxSwingSpeed = 50; // max swing speed
public float minSwingSpeed = 20; // min swing speed
public float swingAcc = 3f; // swing acceleration
public float maxSwingMom = 60; // max swing momentum
public bool release = false; // has player ungrappled
public Vector3 tempRelease; // temporary release force vector
public Vector3 lerpRelease; // lerped release force vector
@@ -257,12 +253,6 @@ public class dAerialStateManager : NetworkBehaviour
void DownwardMovement(){
Vector3 moveY = new Vector3(0,pStats.GravVel,0) * Time.deltaTime;
if(currentState == GrappleAirState){
moveY = (new Vector3(0,pStats.GravVel,0) + forceDirection) * Time.deltaTime;
}
moveController.Move(moveY);
}
@@ -279,7 +269,7 @@ public class dAerialStateManager : NetworkBehaviour
curJumpNum = 0;
}
else{
pStats.GravVel = pStats.JumpPow;
pStats.GravVel = pStats.JumpPow;
}