Merge branch 'GrappleWasAMistake'

This commit is contained in:
Melbyj1125
2022-04-27 12:58:51 -05:00
34 changed files with 716 additions and 905 deletions

View File

@@ -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);
}

View File

@@ -9,7 +9,7 @@ public class dAerialGlidingState : dAerialBaseState
//Modify base traction
aSM.pStats.CurTraction = 1.0f;
aSM.pStats.GravVel = -1;
}

View File

@@ -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<CharacterController>().Move(throwDir * 80 * Time.deltaTime);
aSM.stickyHandParent.GetComponent<CharacterController>().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;
}
}

View File

@@ -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){

View File

@@ -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);
}
}

View File

@@ -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);
}
}

View File

@@ -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);
}
}

View File

@@ -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);
}
}

View File

@@ -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)
{

View File

@@ -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);
}

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@@ -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){

View File

@@ -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);
}
}

View File

@@ -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;
}

View File

@@ -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<CharacterController>().Move(throwDir * 80 * Time.deltaTime);
aSM.stickyHandParent.GetComponent<CharacterController>().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<CharacterController>().Move(catchDir * 30 * Time.deltaTime);
}
else{
aSM.removeableHand.SetActive(true);
}
}

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@@ -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);
}

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@@ -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)
{

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@@ -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)){

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@@ -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)){

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@@ -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

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@@ -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);
}
}

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@@ -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);
}
}

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@@ -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);
}
}

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@@ -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);
}
}

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@@ -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);
}

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@@ -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);
}

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@@ -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;
}