smaller adjustments to grapple

This commit is contained in:
Melbyj1125
2022-04-11 13:53:31 -05:00
parent 427909b463
commit 274b441d24
4 changed files with 12 additions and 9 deletions

View File

@@ -7,13 +7,13 @@ public class dAerialGrappleAirState : dAerialBaseState
Vector3 initialForceDirection;
float distanceBeneathHook = -3f;
float distanceAfterHook = 8f;
float distanceBeneathHook;
float distanceAfterHook;
Vector3 desiredPosition;
bool pointReached = false;
bool pointReached;
float initialForcePower = 100;
float initialForcePower;
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
@@ -22,7 +22,7 @@ public class dAerialGrappleAirState : dAerialBaseState
distanceBeneathHook = -3f;
distanceAfterHook = 8f;
pointReached = false;
initialForcePower = 100;
initialForcePower = 80;
//refresh jump number
aSM.curJumpNum = 0;

View File

@@ -96,7 +96,7 @@ public class dAerialStateManager : NetworkBehaviour
Vector3 impact = Vector3.zero; // Impact Vector
//Grapple Variables
float maxGrabDistance = 25;// Max Distance can cast grapple
float maxGrabDistance = 30;// Max Distance can cast grapple
public GameObject hookPoint; // Actual Hook points
public GameObject[] hookPoints; // Hook point list
public int hookPointIndex; // Hook point Index
@@ -289,7 +289,6 @@ public class dAerialStateManager : NetworkBehaviour
}
else if(Physics.Raycast(angleRayLeft, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed && curCoyJumpTimer <= 0){
if(Vector3.Dot(groundHit.normal, transform.up) <= .8f){
Debug.Log("Left");
moveController.Move(groundHit.normal * 20 * Time.deltaTime);
mSM.CancelMomentum();
}