mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 09:54:28 -05:00
Gate created and player tagged correctly
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@@ -28,8 +28,6 @@ public class dKickController : NetworkBehaviour
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}
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void Kick(){
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//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
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//custom is grounded
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if (Input.GetKeyDown(KeyCode.F) && isKicking == false && characterController.isGrounded == false)
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{
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Debug.Log("dive");
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@@ -67,6 +65,9 @@ public class dKickController : NetworkBehaviour
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//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){
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collision.gameObject.GetComponent<Rigidbody>().isKinematic = false;
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}
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Vector3 direction = this.transform.forward;
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Debug.Log(direction);
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collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
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@@ -7,7 +7,7 @@ using UnityEngine.Rendering;
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public class dWallRun : NetworkBehaviour
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{
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public float wallMaxDistance = 5;
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public float wallMaxDistance = .8f;
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public float wallSpeedMultiplier = 1.2f;
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public float minimumHeight = .1f;
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public float maxAngleRoll = 20;
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@@ -32,7 +32,6 @@ public class dWallRun : NetworkBehaviour
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float elapsedTimeSinceJump = 0;
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float elapsedTimeSinceWallAttach = 0;
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float elapsedTimeSinceWallDetatch = 0;
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bool attachOnce = false;
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bool jumping;
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bool isPlayergrounded() => playerMovementController.isGrounded;
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@@ -177,9 +176,8 @@ public class dWallRun : NetworkBehaviour
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playerMovementController.SetPlayerVelocity(moveToSet);
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isWallRunning = true;
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if(!attachOnce && playerMovementController.curJumpNum != 0){
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playerMovementController.curJumpNum = playerMovementController.curJumpNum - 2 ;
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attachOnce = true;
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if(playerMovementController.curJumpNum != 0){
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playerMovementController.curJumpNum = 0 ;
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}
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}
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@@ -199,10 +197,6 @@ public class dWallRun : NetworkBehaviour
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public Vector3 GetWallJumpDirection() //Add call in jump where if we are wallrunning and jump, the jump vector is multiplied by this
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{
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if(isWallRunning)
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{
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return lastWallNormal * wallBouncing + Vector3.up;
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}
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return Vector3.zero;
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}
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return lastWallNormal * wallBouncing + (transform.up);
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}
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}
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@@ -65,7 +65,7 @@ public class dPlayerMovement : NetworkBehaviour
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private Rigidbody rB;
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private CapsuleCollider capCol;
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private bool firstHit = false;
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private bool heldDown = false;
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//private bool heldDown = false; //Variable for testing Ragdoll reenable if needed
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private bool beginRagTimer = false;
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private float ragTime;
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private Vector3 prevRot;
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@@ -262,7 +262,8 @@ public class dPlayerMovement : NetworkBehaviour
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if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
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{
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if(wallRun.IsWallRunning()){
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AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow);
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AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 1.3f);
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AddImpact(transform.up, pStats.JumpPow);
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}
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else{
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AddImpact(transform.up, pStats.JumpPow);
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@@ -367,8 +368,6 @@ public class dPlayerMovement : NetworkBehaviour
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else{
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vel.y -= pStats.PlayerGrav * Time.deltaTime;
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}
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//If gliding
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//Go down slowly
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}
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