Added body parts to networked player

This commit is contained in:
Melbyj1125
2022-04-25 02:05:18 -05:00
parent ce836bd08a
commit 1910501020
17 changed files with 2059 additions and 474 deletions

View File

@@ -26,12 +26,12 @@ public class dAerialJumpingState : dAerialBaseState
}
//if is wall running and in a state that allows it wallrun
else if(aSM.isWallRunning){
else if(aSM.isWallRunning && (aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState))){
aSM.SwitchState(aSM.WallRunState);
}
//if can grapple and in a state that allows it grapple
else if(aSM.CheckGrapple()){
else if(aSM.CheckGrapple() && (aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState))){
aSM.SwitchState(aSM.GrappleAirState);
}
}

View File

@@ -10,8 +10,11 @@ public class dAerialGrappleAirState : dAerialBaseState
float distanceBeneathHook;
float distanceAfterHook;
Vector3 desiredPosition;
Vector3 playerOffset;
Vector3 lastPos;
bool pointReached;
bool handReached = false;
float initialForcePower;
@@ -19,10 +22,10 @@ public class dAerialGrappleAirState : dAerialBaseState
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
distanceBeneathHook = -3f;
distanceBeneathHook = -2f;
distanceAfterHook = 8f;
pointReached = false;
initialForcePower = 80;
initialForcePower = 100;
//refresh jump number
aSM.curJumpNum = 0;
@@ -39,9 +42,17 @@ public class dAerialGrappleAirState : dAerialBaseState
aSM.postForceDirection = new Vector3(initialForceDirection.x, 0, initialForceDirection.z).normalized;
aSM.currentForcePower = initialForcePower;
lastPos = aSM.transform.position;
handReached = false;
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
aSM.stickyHandParent.transform.localEulerAngles = Vector3.zero;
aSM.handController.enabled = false;
aSM.stickyHandParent.SetActive(false);
aSM.lr.enabled = false;
if(nextState == aSM.GroundedState || nextState == aSM.WallRunState){
aSM.release = false;
}
@@ -65,10 +76,14 @@ public class dAerialGrappleAirState : dAerialBaseState
aSM.SwitchState(aSM.WallRunState);
}
}
}
public override void FixedUpdateState(dAerialStateManager aSM){
playerOffset = aSM.transform.position - lastPos;
lastPos = aSM.transform.position;
////////ADD A LINE RENDERER WHEN WE GET THE HAND MODEL
//Draw Line between player and hookpoint for debug purposes
Debug.DrawRay(aSM.transform.position, initialForceDirection); //Visual of line
@@ -82,7 +97,12 @@ public class dAerialGrappleAirState : dAerialBaseState
}
//Apply default gravity
if(!pointReached){
if(!handReached){
ThrowStickyHand(aSM);
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
else if(!pointReached && handReached){
RetrieveStickyHand(aSM);
aSM.moveController.Move(initialForceDirection * initialForcePower * Time.deltaTime);
aSM.GravityCalculation(0);
aSM.pStats.GravVel = 0;
@@ -91,6 +111,40 @@ public class dAerialGrappleAirState : dAerialBaseState
//currentForcePower;
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
if(aSM.stickyHandParent.active){
aSM.stickyHandParent.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, aSM.stickyHandParent.transform.parent.rotation.z * -1.0f);
}
}
public void ThrowStickyHand(dAerialStateManager aSM){
if(!aSM.stickyHandParent.active){
aSM.stickyHandParent.SetActive(true);
aSM.lr.enabled = true;
aSM.stickyHandParent.transform.position = aSM.handPosition.position;
aSM.handController.enabled = true;
}
aSM.lr.SetPosition(0,aSM.stickyHandParent.transform.position);
aSM.lr.SetPosition(1,aSM.handPosition.transform.position);
Vector3 throwDir = (aSM.hookPoint.transform.position - aSM.stickyHandParent.transform.position).normalized;
aSM.stickyHandParent.GetComponent<CharacterController>().Move(throwDir * 80 * Time.deltaTime);
if(Vector3.Distance(aSM.hookPoint.transform.position, aSM.stickyHandParent.transform.position) <= 3f){
handReached = true;
}
}
public void RetrieveStickyHand(dAerialStateManager aSM){
aSM.lr.SetPosition(0,aSM.stickyHandParent.transform.position);
aSM.lr.SetPosition(1,aSM.handPosition.transform.position);
Vector3 catchDir = (aSM.handPosition.transform.position - aSM.stickyHandParent.transform.position).normalized;
if(Vector3.Distance(aSM.handPosition.transform.position, aSM.stickyHandParent.transform.position) > .5f){
aSM.stickyHandParent.GetComponent<CharacterController>().Move(catchDir * 30 * Time.deltaTime);
}
}

View File

@@ -28,6 +28,10 @@ public class dAerialStateManager : NetworkBehaviour
////Objects Sections
GameObject parentObj; // Parent object
public Camera cam;
public GameObject stickyHandParent;
public LineRenderer lr;
public CharacterController handController;
public Transform handPosition;
////
////Components Section
@@ -58,7 +62,7 @@ public class dAerialStateManager : NetworkBehaviour
//Ground Check
public bool isGrounded; // is player grounded
public float groundCheckDistance = 0.05f; // offset distance to check ground
private float groundSlantDistance = .3f;
private float groundSlantDistance = .2f;
const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping
const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again
Vector3 raycastOffset;
@@ -282,56 +286,65 @@ public class dAerialStateManager : NetworkBehaviour
}
else if(currentState != WallRunState){
if(Physics.Raycast(groundRay, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f && Vector3.Dot(groundHit.normal, transform.up) > 0f ){
moveController.Move(groundHit.normal * 20 * Time.deltaTime);
Debug.Log(Vector3.Dot(groundHit.normal, transform.up) );
mSM.CancelMomentum();
}
}
else if(Physics.Raycast(angleRayLeft, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f && Vector3.Dot(groundHit.normal, transform.up) > 0f ){
moveController.Move(groundHit.normal * 20 * Time.deltaTime);
Debug.Log(Vector3.Dot(groundHit.normal, transform.up) );
mSM.CancelMomentum();
}
}
else if(Physics.Raycast(angleRayRight, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f && Vector3.Dot(groundHit.normal, transform.up) > 0f ){
moveController.Move(groundHit.normal * 20 * Time.deltaTime);
Debug.Log(Vector3.Dot(groundHit.normal, transform.up) );
mSM.CancelMomentum();
}
}
else if(Physics.Raycast(angleRayForward, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f && Vector3.Dot(groundHit.normal, transform.up) > 0f ){
moveController.Move(groundHit.normal * 20 * Time.deltaTime);
Debug.Log(Vector3.Dot(groundHit.normal, transform.up) );
mSM.CancelMomentum();
}
}
else if(Physics.Raycast(angleRayBackwards, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f && Vector3.Dot(groundHit.normal, transform.up) > 0f ){
moveController.Move(groundHit.normal * 20 * Time.deltaTime);
Debug.Log(Vector3.Dot(groundHit.normal, transform.up) );
mSM.CancelMomentum();
}
}
else if(Physics.Raycast(angleRayLeftR, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f && Vector3.Dot(groundHit.normal, transform.up) > 0f ){
moveController.Move(groundHit.normal * 20 * Time.deltaTime);
Debug.Log(Vector3.Dot(groundHit.normal, transform.up) );
mSM.CancelMomentum();
}
}
else if(Physics.Raycast(angleRayRightL, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f && Vector3.Dot(groundHit.normal, transform.up) > 0f ){
moveController.Move(groundHit.normal * 20 * Time.deltaTime);
Debug.Log(Vector3.Dot(groundHit.normal, transform.up) );
mSM.CancelMomentum();
}
}
else if(Physics.Raycast(angleRayForwardB, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f && Vector3.Dot(groundHit.normal, transform.up) > 0f ){
moveController.Move(groundHit.normal * 20 * Time.deltaTime);
Debug.Log(Vector3.Dot(groundHit.normal, transform.up) );
mSM.CancelMomentum();
}
}
else if(Physics.Raycast(angleRayBackwardsF, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f && Vector3.Dot(groundHit.normal, transform.up) > 0f ){
moveController.Move(groundHit.normal * 20 * Time.deltaTime);
Debug.Log(Vector3.Dot(groundHit.normal, transform.up) );
mSM.CancelMomentum();
}
}