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Gate created and player tagged correctly
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@ -429,18 +429,6 @@ PrefabInstance:
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8
Assets/Scripts/Environment.meta
Normal file
8
Assets/Scripts/Environment.meta
Normal file
|
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: f3064a5694a1bdf489cf61344dfc527e
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -28,8 +28,6 @@ public class dKickController : NetworkBehaviour
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}
|
||||
|
||||
void Kick(){
|
||||
//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
|
||||
//custom is grounded
|
||||
if (Input.GetKeyDown(KeyCode.F) && isKicking == false && characterController.isGrounded == false)
|
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{
|
||||
Debug.Log("dive");
|
||||
|
|
@ -67,6 +65,9 @@ public class dKickController : NetworkBehaviour
|
|||
//if (!IsLocalPlayer) { return; }
|
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Collider myCollider = collision.contacts[0].thisCollider;
|
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if (collision.transform.CompareTag("kickable") && myCollider == leg.GetComponent<Collider>()){
|
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if(collision.gameObject.GetComponent<Rigidbody>().isKinematic == true){
|
||||
collision.gameObject.GetComponent<Rigidbody>().isKinematic = false;
|
||||
}
|
||||
Vector3 direction = this.transform.forward;
|
||||
Debug.Log(direction);
|
||||
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ using UnityEngine.Rendering;
|
|||
public class dWallRun : NetworkBehaviour
|
||||
{
|
||||
|
||||
public float wallMaxDistance = 5;
|
||||
public float wallMaxDistance = .8f;
|
||||
public float wallSpeedMultiplier = 1.2f;
|
||||
public float minimumHeight = .1f;
|
||||
public float maxAngleRoll = 20;
|
||||
|
|
@ -32,7 +32,6 @@ public class dWallRun : NetworkBehaviour
|
|||
float elapsedTimeSinceJump = 0;
|
||||
float elapsedTimeSinceWallAttach = 0;
|
||||
float elapsedTimeSinceWallDetatch = 0;
|
||||
bool attachOnce = false;
|
||||
bool jumping;
|
||||
|
||||
bool isPlayergrounded() => playerMovementController.isGrounded;
|
||||
|
|
@ -177,9 +176,8 @@ public class dWallRun : NetworkBehaviour
|
|||
|
||||
playerMovementController.SetPlayerVelocity(moveToSet);
|
||||
isWallRunning = true;
|
||||
if(!attachOnce && playerMovementController.curJumpNum != 0){
|
||||
playerMovementController.curJumpNum = playerMovementController.curJumpNum - 2 ;
|
||||
attachOnce = true;
|
||||
if(playerMovementController.curJumpNum != 0){
|
||||
playerMovementController.curJumpNum = 0 ;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -199,10 +197,6 @@ public class dWallRun : NetworkBehaviour
|
|||
|
||||
public Vector3 GetWallJumpDirection() //Add call in jump where if we are wallrunning and jump, the jump vector is multiplied by this
|
||||
{
|
||||
if(isWallRunning)
|
||||
{
|
||||
return lastWallNormal * wallBouncing + Vector3.up;
|
||||
}
|
||||
return Vector3.zero;
|
||||
}
|
||||
return lastWallNormal * wallBouncing + (transform.up);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -65,7 +65,7 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
private Rigidbody rB;
|
||||
private CapsuleCollider capCol;
|
||||
private bool firstHit = false;
|
||||
private bool heldDown = false;
|
||||
//private bool heldDown = false; //Variable for testing Ragdoll reenable if needed
|
||||
private bool beginRagTimer = false;
|
||||
private float ragTime;
|
||||
private Vector3 prevRot;
|
||||
|
|
@ -262,7 +262,8 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
|
||||
{
|
||||
if(wallRun.IsWallRunning()){
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow);
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 1.3f);
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
}
|
||||
else{
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
|
|
@ -367,8 +368,6 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
else{
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
}
|
||||
//If gliding
|
||||
//Go down slowly
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -62,11 +62,14 @@ public class KickController : NetworkBehaviour
|
|||
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
Collider myCollider = collision.contacts[0].thisCollider;
|
||||
if (collision.transform.CompareTag("kickable") && myCollider == leg.GetComponent<Collider>()){
|
||||
if(collision.gameObject.GetComponent<Rigidbody>().isKinematic == true){
|
||||
collision.gameObject.GetComponent<Rigidbody>().isKinematic = false;
|
||||
}
|
||||
Vector3 direction = this.transform.forward;
|
||||
Debug.Log(direction);
|
||||
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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guid: 286df2f965f4f3c4eb74950f0550e68f
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
|
@ -7,7 +7,7 @@ using UnityEngine.Rendering;
|
|||
public class WallRun : NetworkBehaviour
|
||||
{
|
||||
|
||||
public float wallMaxDistance = 5;
|
||||
public float wallMaxDistance = 5;
|
||||
public float wallSpeedMultiplier = 1.2f;
|
||||
public float minimumHeight = .1f;
|
||||
public float maxAngleRoll = 20;
|
||||
|
|
@ -83,14 +83,14 @@ public class WallRun : NetworkBehaviour
|
|||
{
|
||||
Vector3 dir = transform.TransformDirection(directions[i]);
|
||||
Physics.Raycast(transform.position, dir, out hits[i], wallMaxDistance);
|
||||
// if(hits[i].collider != null)
|
||||
// {
|
||||
// Debug.DrawRay(transform.position, dir * hits[i].distance, Color.green);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// Debug.DrawRay(transform.position, dir * wallMaxDistance, Color.red);
|
||||
// }
|
||||
if(hits[i].collider != null)
|
||||
{
|
||||
Debug.DrawRay(transform.position, dir * hits[i].distance, Color.green);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.DrawRay(transform.position, dir * wallMaxDistance, Color.red);
|
||||
}
|
||||
}
|
||||
|
||||
if(CanWallRun())
|
||||
|
|
@ -159,7 +159,6 @@ public class WallRun : NetworkBehaviour
|
|||
|
||||
if((moveToSetNorm.x < 0 && velNorm.x > 0)){
|
||||
moveToSet.x = (moveToSet.x * -velNorm.x);
|
||||
Debug.Log("x");
|
||||
}
|
||||
else if((moveToSetNorm.x > 0 && velNorm.x < 0) ){
|
||||
moveToSet.x = (-moveToSet.x * -velNorm.x);
|
||||
|
|
@ -167,7 +166,6 @@ public class WallRun : NetworkBehaviour
|
|||
|
||||
if((moveToSetNorm.z < 0 && velNorm.z > 0)){
|
||||
moveToSet.z = (moveToSet.z * -velNorm.z);
|
||||
Debug.Log("z");
|
||||
}
|
||||
else if((moveToSetNorm.z > 0 && velNorm.z < 0)){
|
||||
moveToSet.z = (-moveToSet.z * -velNorm.z);
|
||||
|
|
@ -178,6 +176,10 @@ public class WallRun : NetworkBehaviour
|
|||
|
||||
playerMovementController.SetPlayerVelocity(moveToSet);
|
||||
isWallRunning = true;
|
||||
if(playerMovementController.curJumpNum != 0){
|
||||
playerMovementController.curJumpNum = 0 ;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -195,10 +197,6 @@ public class WallRun : NetworkBehaviour
|
|||
|
||||
public Vector3 GetWallJumpDirection() //Add call in jump where if we are wallrunning and jump, the jump vector is multiplied by this
|
||||
{
|
||||
if(isWallRunning)
|
||||
{
|
||||
return lastWallNormal * wallBouncing + Vector3.up;
|
||||
}
|
||||
return Vector3.zero;
|
||||
return lastWallNormal * wallBouncing + (transform.up);
|
||||
}
|
||||
}
|
||||
|
|
@ -26,7 +26,7 @@ public class PlayerMovement : NetworkBehaviour
|
|||
private CharacterController moveController;
|
||||
|
||||
//Jump value
|
||||
private int curJumpNum;
|
||||
public int curJumpNum;
|
||||
private bool jumpPressed;
|
||||
bool tempSet = false;
|
||||
float tempTraction = 0.0f;
|
||||
|
|
@ -65,7 +65,7 @@ public class PlayerMovement : NetworkBehaviour
|
|||
private Rigidbody rB;
|
||||
private CapsuleCollider capCol;
|
||||
private bool firstHit = false;
|
||||
private bool heldDown = false;
|
||||
//private bool heldDown = false; //Variable for testing ragdoll reenable if needed
|
||||
private bool beginRagTimer = false;
|
||||
private float ragTime;
|
||||
private Vector3 prevRot;
|
||||
|
|
@ -239,7 +239,13 @@ public class PlayerMovement : NetworkBehaviour
|
|||
//If space is pressed apply an upwards force to the player
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
|
||||
{
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
if(wallRun.IsWallRunning()){
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 1.3f);
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
}
|
||||
else{
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
}
|
||||
curJumpNum++;
|
||||
jumpPressed = true;
|
||||
}
|
||||
|
|
@ -328,7 +334,7 @@ public class PlayerMovement : NetworkBehaviour
|
|||
tempSet = true;
|
||||
}
|
||||
}
|
||||
else{
|
||||
else if(!jumpPressed && pStats.HasGlider){
|
||||
|
||||
if(tempSet == true){
|
||||
pStats.Traction = tempTraction;
|
||||
|
|
@ -340,9 +346,11 @@ public class PlayerMovement : NetworkBehaviour
|
|||
}
|
||||
|
||||
//Wallrunning
|
||||
if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
|
||||
//If gliding
|
||||
//Go down slowly
|
||||
else if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
|
||||
|
||||
else{
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -55,7 +55,7 @@ public class PlayerStats : MonoBehaviour
|
|||
}
|
||||
|
||||
//Player Kick Power
|
||||
[SerializeField] private float kickPow = 100.0f;
|
||||
[SerializeField] private float kickPow = 150.0f;
|
||||
public float KickPow{
|
||||
get{ return kickPow; }
|
||||
set{ kickPow = value; }
|
||||
|
|
@ -68,7 +68,6 @@ public class PlayerStats : MonoBehaviour
|
|||
set{ recovTime = value; }
|
||||
}
|
||||
|
||||
//MAY BE UNNECCESARY DEPENDING ON HOW GLIDER TURNS OUT
|
||||
//Gravity Affecting the player
|
||||
[SerializeField] private float playerGrav = 20.0f;
|
||||
public float PlayerGrav{
|
||||
|
|
|
|||
|
|
@ -3,10 +3,11 @@
|
|||
--- !u!55 &1
|
||||
PhysicsManager:
|
||||
m_ObjectHideFlags: 0
|
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serializedVersion: 11
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serializedVersion: 13
|
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m_Gravity: {x: 0, y: -9.81, z: 0}
|
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m_DefaultMaterial: {fileID: 0}
|
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m_BounceThreshold: 2
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m_DefaultMaxDepenetrationVelocity: 10
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m_SleepThreshold: 0.005
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m_DefaultContactOffset: 0.01
|
||||
m_DefaultSolverIterations: 6
|
||||
|
|
@ -22,7 +23,8 @@ PhysicsManager:
|
|||
m_AutoSyncTransforms: 0
|
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m_ReuseCollisionCallbacks: 1
|
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m_ClothInterCollisionSettingsToggle: 0
|
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m_ContactPairsMode: 0
|
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m_ClothGravity: {x: 0, y: -9.81, z: 0}
|
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m_ContactPairsMode: 3
|
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m_BroadphaseType: 0
|
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m_WorldBounds:
|
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m_Center: {x: 0, y: 0, z: 0}
|
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|
|
@ -31,4 +33,5 @@ PhysicsManager:
|
|||
m_FrictionType: 0
|
||||
m_EnableEnhancedDeterminism: 0
|
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m_EnableUnifiedHeightmaps: 1
|
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m_DefaultMaxAngluarSpeed: 7
|
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m_SolverType: 0
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m_DefaultMaxAngularSpeed: 7
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||||
|
|
|
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|
|
@ -24,16 +24,16 @@ EditorUserSettings:
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value: 22424703114646680e0b0227036c731f1415016439262f2434
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||||
flags: 0
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UnityRemoteCompression:
|
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value: 337f73
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|
|
|
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Loading…
Reference in New Issue
Block a user