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

@@ -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);
}
}