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

@@ -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();
}
}