Gate created and player tagged correctly

This commit is contained in:
Melbyj1125
2021-12-03 13:17:12 -06:00
parent 55885e2ef1
commit 17d804080d
59 changed files with 419 additions and 76 deletions

View File

@@ -28,8 +28,6 @@ public class dKickController : NetworkBehaviour
}
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)
{
Debug.Log("dive");
@@ -67,6 +65,9 @@ public class dKickController : NetworkBehaviour
//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);

View File

@@ -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);
}
}

View File

@@ -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
}