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- m_Target: {fileID: 0} + - m_Target: {fileID: 1619285600} m_TargetAssemblyTypeName: UnityEngine.GameObject, UnityEngine m_MethodName: m_Mode: 1 diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialFallingState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialFallingState.cs index 22ea6a9..b152b5e 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialFallingState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialFallingState.cs @@ -4,8 +4,14 @@ using UnityEngine; public class dAerialFallingState : dAerialBaseState { + bool shouldGlide; public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){ - + if(previousState == aSM.JumpingState && aSM.jumpHeld){ + shouldGlide = true; + } + else{ + shouldGlide = false; + } } public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){ @@ -15,12 +21,15 @@ public class dAerialFallingState : dAerialBaseState public override void UpdateState(dAerialStateManager aSM){ //if Grav Vel > 0 then jumping - if(aSM.pStats.GravVel > 0 && (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)){ + if((Input.GetButton("Jump") && aSM.jumpPressed) && (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)){ + Debug.Log("Going to Jump From Fall"); aSM.SwitchState(aSM.JumpingState); + } //if jump has been pressed and has glider and is in a state that allows it glide - else if(Input.GetButton("Jump") && aSM.pStats.HasGlider && (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.pStats.IsPaused){ + else if((Input.GetButton("Jump") && (shouldGlide || (aSM.curJumpNum == aSM.pStats.JumpNum))) && aSM.pStats.HasGlider && (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.pStats.IsPaused){ + Debug.Log("Going to Glide From Fall"); aSM.SwitchState(aSM.GlidingState); } diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialGlidingState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialGlidingState.cs index e7dd0ae..1116b9b 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialGlidingState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialGlidingState.cs @@ -9,7 +9,7 @@ public class dAerialGlidingState : dAerialBaseState //Modify base traction aSM.pStats.CurTraction = 1.0f; - + aSM.pStats.GravVel = -1; } diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugGrapple/dAerialGrappleAirState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugGrapple/dAerialGrappleAirState.cs index 2c8a17f..317669c 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugGrapple/dAerialGrappleAirState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugGrapple/dAerialGrappleAirState.cs @@ -10,8 +10,9 @@ public class dAerialGrappleAirState : dAerialBaseState float distanceBeneathHook; float distanceAfterHook; Vector3 desiredPosition; - Vector3 playerOffset; - Vector3 lastPos; + Vector3 tempForceDir; + Vector3 updatedYHookPoint; + bool pointReached; bool handReached = false; @@ -22,27 +23,17 @@ public class dAerialGrappleAirState : dAerialBaseState public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){ - distanceBeneathHook = -2f; + distanceBeneathHook = -10f; distanceAfterHook = 8f; pointReached = false; - initialForcePower = 100; + initialForcePower = 120; //refresh jump number aSM.curJumpNum = 0; aSM.release = false; - Vector3 updatedYHookPoint = new Vector3(aSM.hookPoint.transform.position.x, aSM.hookPoint.transform.position.y - distanceBeneathHook, aSM.hookPoint.transform.position.z); - Vector3 updatedXHookPointDirection = (new Vector3(aSM.transform.position.x, 0, aSM.transform.position.z) - new Vector3(aSM.hookPoint.transform.position.x, 0, aSM.hookPoint.transform.position.z)).normalized; - - desiredPosition = updatedYHookPoint + (updatedXHookPointDirection * -distanceAfterHook); - //rope length limit - initialForceDirection = desiredPosition - aSM.transform.position; - initialForceDirection = initialForceDirection.normalized; - - aSM.postForceDirection = new Vector3(initialForceDirection.x, 0, initialForceDirection.z).normalized; + updatedYHookPoint = new Vector3(aSM.hookPoint.transform.position.x, aSM.hookPoint.transform.position.y - distanceBeneathHook, aSM.hookPoint.transform.position.z); aSM.currentForcePower = initialForcePower; - - lastPos = aSM.transform.position; handReached = false; } @@ -81,21 +72,11 @@ public class dAerialGrappleAirState : dAerialBaseState } 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 - Vector3 tempForceDir = desiredPosition - aSM.transform.position; - tempForceDir = tempForceDir.normalized; - tempForceDir = new Vector3(tempForceDir.x,0,tempForceDir.z).normalized; - - if((aSM.postForceDirection - tempForceDir).magnitude >= .1f && !pointReached){ - pointReached = true; - } - //Apply default gravity if(!handReached){ ThrowStickyHand(aSM); @@ -106,6 +87,14 @@ public class dAerialGrappleAirState : dAerialBaseState aSM.moveController.Move(initialForceDirection * initialForcePower * Time.deltaTime); aSM.GravityCalculation(0); aSM.pStats.GravVel = 0; + + tempForceDir = desiredPosition - aSM.transform.position; + tempForceDir = tempForceDir.normalized; + tempForceDir = new Vector3(tempForceDir.x,0,tempForceDir.z).normalized; + + if((aSM.postForceDirection - tempForceDir).magnitude >= .1f && !pointReached){ + pointReached = true; + } } else{ //currentForcePower; @@ -131,8 +120,17 @@ public class dAerialGrappleAirState : dAerialBaseState Vector3 throwDir = (aSM.hookPoint.transform.position - aSM.stickyHandParent.transform.position).normalized; - aSM.stickyHandParent.GetComponent().Move(throwDir * 80 * Time.deltaTime); + aSM.stickyHandParent.GetComponent().Move(throwDir * 120 * Time.deltaTime); if(Vector3.Distance(aSM.hookPoint.transform.position, aSM.stickyHandParent.transform.position) <= 3f){ + + Vector3 updatedXHookPointDirection = (new Vector3(aSM.transform.position.x, 0, aSM.transform.position.z) - new Vector3(aSM.hookPoint.transform.position.x, 0, aSM.hookPoint.transform.position.z)).normalized; + + desiredPosition = updatedYHookPoint + (updatedXHookPointDirection * -distanceAfterHook); + //rope length limit + initialForceDirection = desiredPosition - aSM.transform.position; + initialForceDirection = initialForceDirection.normalized; + + aSM.postForceDirection = new Vector3(initialForceDirection.x, 0, initialForceDirection.z).normalized; handReached = true; } } diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/dAerialStateManager.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/dAerialStateManager.cs index f78a77d..dd74688 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/dAerialStateManager.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/dAerialStateManager.cs @@ -50,7 +50,7 @@ public class dAerialStateManager : NetworkBehaviour public int curJumpNum; // current Jumps Used public bool jumpHeld; // Jump is Held public bool canJump = true; // can the player jump - bool jumpPressed; // Jamp was pressed + public bool jumpPressed; // Jamp was pressed public float coyJumpTimer = 0.13f; // Default Coyote Jump time public float curCoyJumpTimer = 0.13f; // current Coyote Jump time public float lowJumpMultiplier; // Short jump multiplier @@ -100,7 +100,7 @@ public class dAerialStateManager : NetworkBehaviour Vector3 impact = Vector3.zero; // Impact Vector //Grapple Variables - float maxGrabDistance = 30;// Max Distance can cast grapple + float maxGrabDistance = 60;// Max Distance can cast grapple public GameObject hookPoint; // Actual Hook points public GameObject[] hookPoints; // Hook point list public int hookPointIndex; // Hook point Index @@ -190,8 +190,6 @@ public class dAerialStateManager : NetworkBehaviour rB.AddForce(new Vector3(0,pStats.GravVel,0)); } - - } public void SwitchState(dAerialBaseState state){ diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveIdleState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveIdleState.cs index 3fb7cfd..afb7fa5 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveIdleState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveIdleState.cs @@ -22,7 +22,7 @@ public class dMoveIdleState : dMoveBaseState } //If Q or joystick button1 crouch state - else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ + else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ mSM.SwitchState(mSM.CrouchState); } } diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveJogState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveJogState.cs index 7bfdb6f..da0a6fb 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveJogState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveJogState.cs @@ -26,7 +26,7 @@ public class dMoveJogState : dMoveBaseState } //move to slide if Q or JoystickButton1 - else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ + else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ mSM.SwitchState(mSM.SlideState); } } diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveRunState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveRunState.cs index d39a3b7..fd67efb 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveRunState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveRunState.cs @@ -22,7 +22,7 @@ public class dMoveRunState : dMoveBaseState } //move to slide if Q or JoystickButton1 - else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ + else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ mSM.SwitchState(mSM.SlideState); } } diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveWalkState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveWalkState.cs index a6ae753..874a480 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveWalkState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveWalkState.cs @@ -29,7 +29,7 @@ public class dMoveWalkState : dMoveBaseState } //move to slide if Q or JoystickButton1 - else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ + else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ mSM.SwitchState(mSM.SlideState); } } diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/dMoveStateManager.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/dMoveStateManager.cs index c464d07..e3e9a85 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/dMoveStateManager.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/dMoveStateManager.cs @@ -66,6 +66,8 @@ public class dMoveStateManager : NetworkBehaviour RaycastHit wallHitTop, wallHitBot, wallExitTop, wallExitBot; // Raycast for momentum loss on wall hit private Vector3 lastVel; // previous vel private bool firstWallHit = false; // hit the wall for the first time + private float tempCurVel; + private bool setTempVel = false; //Camera Variables private Vector3 camRotation; // cameras camera rotation vector @@ -134,13 +136,6 @@ public class dMoveStateManager : NetworkBehaviour //calculates vel using driftVel will need to be relocated calculatedCurVel = driftVel.magnitude * 50f; - //if grappling in aerial state manager swap to grapple here - if(currentState != GrappleAirState){ - if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != CrouchState && currentState != CrouchWalkState && currentState != RagdollState && currentState != RecoveringState)){ - SwitchState(GrappleAirState); - } - } - //calls any logic in the update state from current state currentState.UpdateState(this); } @@ -179,12 +174,45 @@ public class dMoveStateManager : NetworkBehaviour ////Broad Functions //Player Speed Calculator public float PlayerSpeed(){ - //If nothing is pressed speed is 0 - if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || pStats.IsPaused) + //If nothing is pressed speed is 0 set a tempVel + if (((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) && !setTempVel) || pStats.IsPaused) { + if(pStats.CurVel > 0.0f){ + tempCurVel = pStats.CurVel; + setTempVel = true; + } + pStats.CurVel = 0.0f; return pStats.CurVel; } + // + else if((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) && setTempVel){ + + tempCurVel -= .35f; + if(tempCurVel <= 0){ + setTempVel = false; + tempCurVel = 0; + } + + pStats.CurVel = 0.0f; + return pStats.CurVel; + } + else if(tempCurVel > 0){ + + if(tempCurVel < pStats.MinVel){ + + pStats.CurVel = pStats.MinVel; + tempCurVel = 0; + setTempVel = false; + return pStats.MinVel; + } + + pStats.CurVel = tempCurVel; + tempCurVel = 0; + setTempVel = false; + + return pStats.CurVel; + } //If current speed is below min when pressed set to minimum speed else if (pStats.CurVel < pStats.MinVel || firstWallHit == true) { diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialFallingState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialFallingState.cs index 9664a03..6ddc797 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialFallingState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialFallingState.cs @@ -4,8 +4,14 @@ using UnityEngine; public class AerialFallingState : AerialBaseState { + bool shouldGlide; public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ - + if(previousState == aSM.JumpingState && aSM.jumpHeld){ + shouldGlide = true; + } + else{ + shouldGlide = false; + } } public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ @@ -15,14 +21,14 @@ public class AerialFallingState : AerialBaseState public override void UpdateState(AerialStateManager aSM){ //if Grav Vel > 0 then jumping - if(aSM.pStats.GravVel > 0 && (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)){ + if((Input.GetButton("Jump") && aSM.jumpPressed) && (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)){ Debug.Log("Going to Jump From Fall"); aSM.SwitchState(aSM.JumpingState); } //if jump has been pressed and has glider and is in a state that allows it glide - else if(Input.GetButton("Jump") && aSM.pStats.HasGlider && (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.pStats.IsPaused){ + else if((Input.GetButton("Jump") && (shouldGlide || (aSM.curJumpNum == aSM.pStats.JumpNum))) && aSM.pStats.HasGlider && (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.pStats.IsPaused){ Debug.Log("Going to Glide From Fall"); aSM.SwitchState(aSM.GlidingState); } diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialGlidingState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialGlidingState.cs index cc9e91d..d639d55 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialGlidingState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialGlidingState.cs @@ -9,6 +9,7 @@ public class AerialGlidingState : AerialBaseState //Modify base traction aSM.pStats.CurTraction = 1.0f; + aSM.pStats.GravVel = -4; } public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialJumpingState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialJumpingState.cs index d38896d..5ea0845 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialJumpingState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialJumpingState.cs @@ -25,13 +25,13 @@ public class AerialJumpingState : AerialBaseState aSM.SwitchState(aSM.GroundedState); } - //if is wall running and in a state that allows it wallrun - else if(aSM.isWallRunning){ + //if is wallrunning ands is in a state that allows it wallrun + else if(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()){ + //if grapple is possible and in state that allows it grapple air + else if(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); } } diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/AerialStateManager.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/AerialStateManager.cs index d6ec8b9..923e037 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/AerialStateManager.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/AerialStateManager.cs @@ -54,8 +54,7 @@ public class AerialStateManager : NetworkBehaviour //Jump Variables public int curJumpNum; // current Jumps Used public bool jumpHeld; // Jump is Held - public bool canJump = true; // can the player jump - bool jumpPressed; // Jamp was pressed + public bool jumpPressed; // Jamp was pressed public float coyJumpTimer = 0.13f; // Default Coyote Jump time public float curCoyJumpTimer = 0.13f; // current Coyote Jump time public float lowJumpMultiplier; // Short jump multiplier @@ -106,7 +105,7 @@ public class AerialStateManager : NetworkBehaviour Vector3 impact = Vector3.zero; // Impact Vector //Grapple Variables - float maxGrabDistance = 30;// Max Distance can cast grapple + float maxGrabDistance = 60;// Max Distance can cast grapple public GameObject hookPoint; // Actual Hook points public GameObject[] hookPoints; // Hook point list public int hookPointIndex; // Hook point Index @@ -217,8 +216,6 @@ public class AerialStateManager : NetworkBehaviour rB.AddForce(new Vector3(0,pStats.GravVel,0)); } - - } public void SwitchState(AerialBaseState state){ @@ -395,8 +392,8 @@ public class AerialStateManager : NetworkBehaviour curJumpNum++; - jumpHeld = true; jumpPressed = true; + jumpHeld = true; } } @@ -590,7 +587,7 @@ public class AerialStateManager : NetworkBehaviour ////Grapple Functions public bool CheckGrapple(){ if(!pStats.IsPaused){ - if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit + if ((Input.GetKeyDown(GameManager.GM.bindableActions["grappleKey"]) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit { //Debug.Log("Checking Hooks"); hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance @@ -637,7 +634,7 @@ public class AerialStateManager : NetworkBehaviour public void GrappleReleaseForce(){ if(release){ currentForcePower *= .90f; - moveController.Move(postForceDirection * currentForcePower); + moveController.Move(postForceDirection * currentForcePower * Time.deltaTime); if(currentForcePower < .05) release = false; } diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Grapple/AerialGrappleAirState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Grapple/AerialGrappleAirState.cs index 2237d69..79acd1d 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Grapple/AerialGrappleAirState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Grapple/AerialGrappleAirState.cs @@ -10,8 +10,9 @@ public class AerialGrappleAirState : AerialBaseState float distanceBeneathHook; float distanceAfterHook; Vector3 desiredPosition; - Vector3 playerOffset; - Vector3 lastPos; + Vector3 tempForceDir; + Vector3 updatedYHookPoint; + bool pointReached; bool handReached = false; @@ -22,27 +23,17 @@ public class AerialGrappleAirState : AerialBaseState public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ - distanceBeneathHook = -2f; + distanceBeneathHook = -10f; distanceAfterHook = 8f; pointReached = false; - initialForcePower = 100; + initialForcePower = 120; //refresh jump number aSM.curJumpNum = 0; aSM.release = false; - Vector3 updatedYHookPoint = new Vector3(aSM.hookPoint.transform.position.x, aSM.hookPoint.transform.position.y - distanceBeneathHook, aSM.hookPoint.transform.position.z); - Vector3 updatedXHookPointDirection = (new Vector3(aSM.transform.position.x, 0, aSM.transform.position.z) - new Vector3(aSM.hookPoint.transform.position.x, 0, aSM.hookPoint.transform.position.z)).normalized; - - desiredPosition = updatedYHookPoint + (updatedXHookPointDirection * -distanceAfterHook); - //rope length limit - initialForceDirection = desiredPosition - aSM.transform.position; - initialForceDirection = initialForceDirection.normalized; - - aSM.postForceDirection = new Vector3(initialForceDirection.x, 0, initialForceDirection.z).normalized; + updatedYHookPoint = new Vector3(aSM.hookPoint.transform.position.x, aSM.hookPoint.transform.position.y - distanceBeneathHook, aSM.hookPoint.transform.position.z); aSM.currentForcePower = initialForcePower; - - lastPos = aSM.transform.position; handReached = false; } @@ -52,7 +43,6 @@ public class AerialGrappleAirState : AerialBaseState aSM.handController.enabled = false; aSM.stickyHandParent.SetActive(false); aSM.lr.enabled = false; - aSM.removeableHand.SetActive(true); if(nextState == aSM.GroundedState || nextState == aSM.WallRunState){ aSM.release = false; @@ -82,21 +72,11 @@ public class AerialGrappleAirState : AerialBaseState } public override void FixedUpdateState(AerialStateManager 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 - Vector3 tempForceDir = desiredPosition - aSM.transform.position; - tempForceDir = tempForceDir.normalized; - tempForceDir = new Vector3(tempForceDir.x,0,tempForceDir.z).normalized; - - if((aSM.postForceDirection - tempForceDir).magnitude >= .1f && !pointReached){ - pointReached = true; - } - //Apply default gravity if(!handReached){ ThrowStickyHand(aSM); @@ -107,6 +87,14 @@ public class AerialGrappleAirState : AerialBaseState aSM.moveController.Move(initialForceDirection * initialForcePower * Time.deltaTime); aSM.GravityCalculation(0); aSM.pStats.GravVel = 0; + + tempForceDir = desiredPosition - aSM.transform.position; + tempForceDir = tempForceDir.normalized; + tempForceDir = new Vector3(tempForceDir.x,0,tempForceDir.z).normalized; + + if((aSM.postForceDirection - tempForceDir).magnitude >= .1f && !pointReached){ + pointReached = true; + } } else{ //currentForcePower; @@ -121,7 +109,6 @@ public class AerialGrappleAirState : AerialBaseState public void ThrowStickyHand(AerialStateManager aSM){ if(!aSM.stickyHandParent.active){ - aSM.removeableHand.SetActive(false); aSM.stickyHandParent.SetActive(true); aSM.lr.enabled = true; aSM.stickyHandParent.transform.position = aSM.handPosition.position; @@ -133,8 +120,17 @@ public class AerialGrappleAirState : AerialBaseState Vector3 throwDir = (aSM.hookPoint.transform.position - aSM.stickyHandParent.transform.position).normalized; - aSM.stickyHandParent.GetComponent().Move(throwDir * 80 * Time.deltaTime); + aSM.stickyHandParent.GetComponent().Move(throwDir * 120 * Time.deltaTime); if(Vector3.Distance(aSM.hookPoint.transform.position, aSM.stickyHandParent.transform.position) <= 3f){ + + Vector3 updatedXHookPointDirection = (new Vector3(aSM.transform.position.x, 0, aSM.transform.position.z) - new Vector3(aSM.hookPoint.transform.position.x, 0, aSM.hookPoint.transform.position.z)).normalized; + + desiredPosition = updatedYHookPoint + (updatedXHookPointDirection * -distanceAfterHook); + //rope length limit + initialForceDirection = desiredPosition - aSM.transform.position; + initialForceDirection = initialForceDirection.normalized; + + aSM.postForceDirection = new Vector3(initialForceDirection.x, 0, initialForceDirection.z).normalized; handReached = true; } } @@ -147,9 +143,6 @@ public class AerialGrappleAirState : AerialBaseState if(Vector3.Distance(aSM.handPosition.transform.position, aSM.stickyHandParent.transform.position) > .5f){ aSM.stickyHandParent.GetComponent().Move(catchDir * 30 * Time.deltaTime); } - else{ - aSM.removeableHand.SetActive(true); - } } diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/DashState/Dash/DashNoneState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/DashState/Dash/DashNoneState.cs index ba65a8a..aac50f6 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/DashState/Dash/DashNoneState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/DashState/Dash/DashNoneState.cs @@ -23,7 +23,7 @@ public class DashNoneState : DashBaseState } //if R key then Dashing - else if ((Input.GetKeyDown(KeyCode.R) || Input.GetAxis("Dash") != 0) && !dSM.pStats.IsPaused){ + else if ((Input.GetKeyDown(GameManager.GM.bindableActions["dashKey"]) || Input.GetAxis("Dash") != 0) && !dSM.pStats.IsPaused){ dSM.SwitchState(dSM.DashingState); } diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/MoveStateManager.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/MoveStateManager.cs index 4da84de..a9ebea0 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/MoveStateManager.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/MoveStateManager.cs @@ -66,6 +66,8 @@ public class MoveStateManager : NetworkBehaviour RaycastHit wallHitTop, wallHitBot, wallExitTop, wallExitBot; // Raycast for momentum loss on wall hit private Vector3 lastVel; // previous vel private bool firstWallHit = false; // hit the wall for the first time + private float tempCurVel; + private bool setTempVel = false; //Camera Variables private Vector3 camRotation; // cameras camera rotation vector @@ -144,12 +146,6 @@ public class MoveStateManager : NetworkBehaviour //calculates vel using driftVel will need to be relocated calculatedCurVel = driftVel.magnitude * 50f; - //if grappling in aerial state manager swap to grapple here - if(currentState != GrappleAirState){ - if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != CrouchState && currentState != CrouchWalkState && currentState != RagdollState && currentState != RecoveringState)){ - SwitchState(GrappleAirState); - } - } //calls any logic in the update state from current state currentState.UpdateState(this); @@ -188,12 +184,45 @@ public class MoveStateManager : NetworkBehaviour ////Broad Functions //Player Speed Calculator public float PlayerSpeed(){ - //If nothing is pressed speed is 0 - if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || pStats.IsPaused) + //If nothing is pressed speed is 0 set a tempVel + if (((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) && !setTempVel) || pStats.IsPaused) { + if(pStats.CurVel > 0.0f){ + tempCurVel = pStats.CurVel; + setTempVel = true; + } + pStats.CurVel = 0.0f; return pStats.CurVel; } + // + else if((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) && setTempVel){ + + tempCurVel -= .35f; + if(tempCurVel <= 0){ + setTempVel = false; + tempCurVel = 0; + } + + pStats.CurVel = 0.0f; + return pStats.CurVel; + } + else if(tempCurVel > 0){ + + if(tempCurVel < pStats.MinVel){ + + pStats.CurVel = pStats.MinVel; + tempCurVel = 0; + setTempVel = false; + return pStats.MinVel; + } + + pStats.CurVel = tempCurVel; + tempCurVel = 0; + setTempVel = false; + + return pStats.CurVel; + } //If current speed is below min when pressed set to minimum speed else if (pStats.CurVel < pStats.MinVel || firstWallHit == true) { diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveCrouchState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveCrouchState.cs index be1a873..ee98580 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveCrouchState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveCrouchState.cs @@ -34,7 +34,7 @@ public class MoveCrouchState : MoveBaseState public override void UpdateState(MoveStateManager mSM){ //If player isn't pressing either Q or the joystick button they stop crouching if nothing is above them - if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){ + if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(GameManager.GM.bindableActions["slideKey"]))){ if ((Physics.Raycast(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up, out slideRay, 2f, mSM.layerMask) == false)){ diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveCrouchWalkState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveCrouchWalkState.cs index 524e2f0..205b96e 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveCrouchWalkState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveCrouchWalkState.cs @@ -19,7 +19,7 @@ public class MoveCrouchWalkState : MoveBaseState } public override void UpdateState(MoveStateManager mSM){ - if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){ + if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(GameManager.GM.bindableActions["slideKey"]))){ mSM.SwitchState(mSM.CrouchState); } else if((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f)){ diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveSlideState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveSlideState.cs index 3214a40..9a83176 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveSlideState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveSlideState.cs @@ -47,7 +47,7 @@ public class MoveSlideState : MoveBaseState mSM.pStats.CurTraction += .004f; //If player isn't pressing either Q or the joystick button they stop sliding if nothing is above them - if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){ + if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(GameManager.GM.bindableActions["slideKey"]))){ if ((Physics.Raycast(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up, out slideRay, 2f, mSM.layerMask) == false)){ //Determine which state to go into based on player speed diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveIdleState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveIdleState.cs index b0787f1..fdad700 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveIdleState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveIdleState.cs @@ -22,7 +22,7 @@ public class MoveIdleState : MoveBaseState } //If Q or joystick button1 crouch state - else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ + else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ mSM.SwitchState(mSM.CrouchState); } } diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveJogState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveJogState.cs index c4ec41a..d0a4f6d 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveJogState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveJogState.cs @@ -26,7 +26,7 @@ public class MoveJogState : MoveBaseState } //move to slide if Q or JoystickButton1 - else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ + else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ mSM.SwitchState(mSM.SlideState); } } diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveRunState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveRunState.cs index 62183d1..afa4eb5 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveRunState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveRunState.cs @@ -22,7 +22,7 @@ public class MoveRunState : MoveBaseState } //move to slide if Q or JoystickButton1 - else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ + else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ mSM.SwitchState(mSM.SlideState); } } diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveWalkState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveWalkState.cs index 80beeca..fcf461e 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveWalkState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveWalkState.cs @@ -26,7 +26,7 @@ public class MoveWalkState : MoveBaseState } //move to slide if Q or JoystickButton1 - else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ + else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){ mSM.SwitchState(mSM.SlideState); } } diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/NitroState/Nitro/NitroNoneState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/NitroState/Nitro/NitroNoneState.cs index a63d93e..a68fb52 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/NitroState/Nitro/NitroNoneState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/NitroState/Nitro/NitroNoneState.cs @@ -23,7 +23,7 @@ public class NitroNoneState : NitroBaseState } //if pressing left shift then nitroing - else if ((Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.JoystickButton8)) && !nSM.pStats.IsPaused) + else if ((Input.GetKeyDown(GameManager.GM.bindableActions["nitroKey"]) || Input.GetKeyDown(KeyCode.JoystickButton8)) && !nSM.pStats.IsPaused) { nSM.SwitchState(nSM.NitroingState); } diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/OffenseState/Offense/OffenseNoneState.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/OffenseState/Offense/OffenseNoneState.cs index a4854bc..02575da 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/OffenseState/Offense/OffenseNoneState.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/OffenseState/Offense/OffenseNoneState.cs @@ -20,7 +20,7 @@ public class OffenseNoneState : OffenseBaseState } //if grounded then grounded kick states - else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && !oSM.pStats.IsPaused){ + else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(GameManager.GM.bindableActions["kickKey"]) || Input.GetAxis("Kick") != 0) && !oSM.pStats.IsPaused){ //Regular Kick oSM.SwitchState(oSM.KickState); } diff --git a/Assets/Scripts/PlayerScripts/PlayerStats.cs b/Assets/Scripts/PlayerScripts/PlayerStats.cs index b60a279..82aea1e 100644 --- a/Assets/Scripts/PlayerScripts/PlayerStats.cs +++ b/Assets/Scripts/PlayerScripts/PlayerStats.cs @@ -175,8 +175,8 @@ public class PlayerStats : MonoBehaviour } //temp values for reseting stuff - private float accModification; - private float tractionModification; + private float accModification = 1; + private float tractionModification = 1; private bool weatherOn = false; //// @@ -244,11 +244,11 @@ public class PlayerStats : MonoBehaviour traction *= tractionModification; curTraction *= tractionModification; - accModification = .5f; + accModification = .3f; acc *= accModification; curAcc *= accModification; - curVel *= .5f; + curVel *= .3f; break; } diff --git a/Assets/Scripts/UI/Controls/GameManager.cs b/Assets/Scripts/UI/Controls/GameManager.cs index 062611a..7c2c5a7 100644 --- a/Assets/Scripts/UI/Controls/GameManager.cs +++ b/Assets/Scripts/UI/Controls/GameManager.cs @@ -25,7 +25,7 @@ public class GameManager : MonoBehaviour { Destroy(gameObject); } - + // //for keyboard /* walkForward = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("walkForwardKey", "W")); diff --git a/Assets/Scripts/UI/Lobby/LobbyItems.cs b/Assets/Scripts/UI/Lobby/LobbyItems.cs index 899f4bd..b1de674 100644 --- a/Assets/Scripts/UI/Lobby/LobbyItems.cs +++ b/Assets/Scripts/UI/Lobby/LobbyItems.cs @@ -27,6 +27,7 @@ public class LobbyItems : MonoBehaviour private int pointsLeft; //Item Image and Offsets + public Transform[] postItPos; public Sprite[] itemBG; public Vector3[] itemImgPos; public Vector3[] itemImgRot; @@ -72,16 +73,8 @@ public class LobbyItems : MonoBehaviour if(itemOptPrefab != null){ foreach(var item in invMan.ItemDict){ Debug.Log("Create Button"); - //Positioning Buttons - if(index < 3){ - position = new Vector3(((index*200)+250),700,0); - } - else if(index < 6){ - position = new Vector3(((index-3)*200)+250,500,0); - } - else{ - position = new Vector3(((index-6)*200)+250,300,0); - } + + position = postItPos[index].position; //Creates Button var iOpt = Instantiate(itemOptPrefab, position, Quaternion.identity); @@ -193,6 +186,7 @@ public class LobbyItems : MonoBehaviour } return tempResult; } + private void changeBodyParts(int itemID, int addPart){ //if there is something to update if (addPart != -1){ diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 28bbb25..c2e4f86 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -9,31 +9,31 @@ EditorUserSettings: value: 22424703114646680e0b0227036c6f1f05033f2b212d68252320092a flags: 0 RecentlyUsedScenePath-1: - value: 22424703114646680e0b0227036c6f1f05033f2b212d68252320092a - flags: 0 - RecentlyUsedScenePath-2: value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb flags: 0 - 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