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problem. + +I included in place animations and root animations cause I didn't know which one \ No newline at end of file diff --git a/Assets/Racer/RacerReadMe.txt.meta b/Assets/Racer/RacerReadMe.txt.meta new file mode 100644 index 0000000..f23e3c1 --- /dev/null +++ b/Assets/Racer/RacerReadMe.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 32821c9b7ee103e4a824492e28d04589 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Racer/T-Pose.fbx b/Assets/Racer/T-Pose.fbx new file mode 100644 index 0000000..e916547 Binary files /dev/null and b/Assets/Racer/T-Pose.fbx differ diff --git a/Assets/Racer/T-Pose.fbx.meta b/Assets/Racer/T-Pose.fbx.meta new file mode 100644 index 0000000..749603f --- /dev/null +++ b/Assets/Racer/T-Pose.fbx.meta @@ -0,0 +1,1011 @@ +fileFormatVersion: 2 +guid: ecf036921b55f9e44b0a6bd68f129dfc +ModelImporter: + serializedVersion: 20200 + internalIDToNameTable: + - first: + 74: -203655887218126122 + 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362ca97b75c291a47ab81d628a81f440, type: 3} propertyPath: m_Name value: DebugPlayerPrefab @@ -992,6 +1000,10 @@ PrefabInstance: propertyPath: m_LocalEulerAnglesHint.z value: 0 objectReference: {fileID: 0} + - target: {fileID: 8720404377688450390, guid: 362ca97b75c291a47ab81d628a81f440, type: 3} + propertyPath: m_LocalPosition.x + value: -2.12 + objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 362ca97b75c291a47ab81d628a81f440, type: 3} --- !u!1 &1257935739 @@ -1251,8 +1263,8 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1650963652} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 8.6, y: 2.04, z: -27.9} - m_LocalScale: {x: 1, y: 10, z: 30} + m_LocalPosition: {x: 8.6, y: 7.44, z: -27.9} + m_LocalScale: {x: 1, y: 30, z: 30} m_Children: [] m_Father: {fileID: 724425601} m_RootOrder: 0 diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dWallRun.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dWallRun.cs index d38bc1d..5589355 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dWallRun.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dWallRun.cs @@ -9,16 +9,16 @@ public class dWallRun : NetworkBehaviour public float wallMaxDistance = 5; public float wallSpeedMultiplier = 1.2f; - public float minimumHeight = 1.2f; + public float minimumHeight = .1f; public float maxAngleRoll = 20; [Range(0.0f, 1.0f)] public float normalizedAngleThreshold = 0.1f; - public float jumpDuration = 1; + public float jumpDuration = .02f; public float wallBouncing = 3; public float cameraTransitionDuration = 1; - public float wallGravityDownForce = 20f; + public float wallGravityDownForce = 5f; [Space] dPlayerMovement playerMovementController; @@ -65,12 +65,13 @@ public class dWallRun : NetworkBehaviour public void WallRunRoutine() - { - + { //if (!IsLocalPlayer) { return; } isWallRunning = false; + hits = new RaycastHit[directions.Length]; + if(playerMovementController.GetJumpPressed()) { jumping = true; @@ -78,24 +79,22 @@ public class dWallRun : NetworkBehaviour if(CanAttach()) { - hits = new RaycastHit[directions.Length]; - for(int i=0; i h.collider != null).OrderBy(h => h.distance).ToArray(); if(hits.Length > 0) { @@ -119,6 +118,7 @@ public class dWallRun : NetworkBehaviour { elapsedTimeSinceWallAttach = 0; elapsedTimeSinceWallDetatch += Time.deltaTime; + playerMovementController.AddPlayerVelocity((Vector3.down * playerMovementController.pStats.PlayerGrav * Time.deltaTime)); } } @@ -141,20 +141,23 @@ public class dWallRun : NetworkBehaviour float d = Vector3.Dot(hit.normal, Vector3.up); if(d >= -normalizedAngleThreshold && d <= normalizedAngleThreshold) { - // Vector3 alongWall = Vector3.Cross(hit.normal, Vector3.up); + Vector3 alongWall = Vector3.Cross(hit.normal, Vector3.up); float vertical = Input.GetAxisRaw("Vertical"); - Vector3 alongWall = transform.TransformDirection(Vector3.forward); + //Vector3 alongWall = transform.TransformDirection(Vector3.forward); - //Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green); - //Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta); + // Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green); + // Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta); - Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() *Time.deltaTime;// * wallSpeedMultiplier; + Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() * Time.deltaTime;// * wallSpeedMultiplier; + Vector3 velNorm = playerMovementController.vel; + velNorm.Normalize(); + moveToSet = new Vector3(moveToSet.x * -velNorm.x, moveToSet.y, moveToSet.z * -velNorm.z); moveToSet.y = 0; + playerMovementController.SetPlayerVelocity(moveToSet); - //Debug.Log("On Wall"); + Debug.Log(moveToSet); isWallRunning = true; - Debug.Log("Is Wallrunning"); } } @@ -170,18 +173,6 @@ public class dWallRun : NetworkBehaviour return 0; } - public float GetCameraRoll() //Cause camera to roll when wall running - call to this is player movement - { - float dir = CalculateSide(); - float cameraAngle = playerMovementController.GetPlayerCamera().transform.eulerAngles.z; - float targetAngle = 0; - if(dir != 0) - { - targetAngle = Mathf.Sign(dir) * maxAngleRoll; - } - return Mathf.LerpAngle(cameraAngle, targetAngle, Mathf.Max(elapsedTimeSinceWallAttach, elapsedTimeSinceWallDetatch) / cameraTransitionDuration); - } - public Vector3 GetWallJumpDirection() //Add call in jump where if we are wallrunning and jump, the jump vector is multiplied by this { if(isWallRunning) diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayerMovement.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayerMovement.cs index 5b8e543..0b3b34d 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayerMovement.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayerMovement.cs @@ -344,7 +344,7 @@ public class dPlayerMovement : NetworkBehaviour tempSet = true; } } - else{ + else if(!jumpPressed && pStats.HasGlider){ if(tempSet == true){ pStats.Traction = tempTraction; @@ -356,7 +356,7 @@ public class dPlayerMovement : NetworkBehaviour } //Wallrunning - if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning + else if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning //If gliding //Go down slowly } diff --git a/Assets/Scripts/PlayerScripts/MovementAbilities/WallRun.cs b/Assets/Scripts/PlayerScripts/MovementAbilities/WallRun.cs index ef774c1..4f9c68c 100644 --- a/Assets/Scripts/PlayerScripts/MovementAbilities/WallRun.cs +++ b/Assets/Scripts/PlayerScripts/MovementAbilities/WallRun.cs @@ -7,18 +7,18 @@ using UnityEngine.Rendering; public class WallRun : NetworkBehaviour { - public float wallMaxDistance = 1; + public float wallMaxDistance = 5; public float wallSpeedMultiplier = 1.2f; - public float minimumHeight = 1.2f; + public float minimumHeight = .1f; public float maxAngleRoll = 20; [Range(0.0f, 1.0f)] public float normalizedAngleThreshold = 0.1f; - public float jumpDuration = 1; + public float jumpDuration = .02f; public float wallBouncing = 3; public float cameraTransitionDuration = 1; - public float wallGravityDownForce = 20f; + public float wallGravityDownForce = 5f; [Space] PlayerMovement playerMovementController; @@ -33,7 +33,6 @@ public class WallRun : NetworkBehaviour float elapsedTimeSinceWallAttach = 0; float elapsedTimeSinceWallDetatch = 0; bool jumping; - private bool regainedJump = false; bool isPlayergrounded() => playerMovementController.isGrounded; @@ -42,7 +41,6 @@ public class WallRun : NetworkBehaviour bool CanWallRun() { float verticalAxis = Input.GetAxisRaw("Vertical"); - return !isPlayergrounded() && verticalAxis > 0 && VerticalCheck(); } @@ -67,11 +65,13 @@ public class WallRun : NetworkBehaviour public void WallRunRoutine() - { - if (!IsLocalPlayer) { return; } + { + //if (!IsLocalPlayer) { return; } isWallRunning = false; + hits = new RaycastHit[directions.Length]; + if(playerMovementController.GetJumpPressed()) { jumping = true; @@ -79,24 +79,22 @@ public class WallRun : NetworkBehaviour if(CanAttach()) { - hits = new RaycastHit[directions.Length]; - for(int i=0; i h.collider != null).OrderBy(h => h.distance).ToArray(); if(hits.Length > 0) { @@ -115,17 +113,12 @@ public class WallRun : NetworkBehaviour elapsedTimeSinceWallDetatch = 0; elapsedTimeSinceWallAttach += Time.deltaTime; playerMovementController.AddPlayerVelocity((Vector3.down * wallGravityDownForce * Time.deltaTime)); - if (elapsedTimeSinceWallAttach > 0.125f && regainedJump == false)//Allows players to always jump off of walls - { - regainedJump = true; - playerMovementController.decrementCurrentJumpNumber(); - } } else { elapsedTimeSinceWallAttach = 0; elapsedTimeSinceWallDetatch += Time.deltaTime; - regainedJump = false; + playerMovementController.AddPlayerVelocity((Vector3.down * playerMovementController.pStats.PlayerGrav * Time.deltaTime)); } } @@ -148,19 +141,22 @@ public class WallRun : NetworkBehaviour float d = Vector3.Dot(hit.normal, Vector3.up); if(d >= -normalizedAngleThreshold && d <= normalizedAngleThreshold) { - // Vector3 alongWall = Vector3.Cross(hit.normal, Vector3.up); + Vector3 alongWall = Vector3.Cross(hit.normal, Vector3.up); float vertical = Input.GetAxisRaw("Vertical"); - Vector3 alongWall = transform.TransformDirection(Vector3.forward); + //Vector3 alongWall = transform.TransformDirection(Vector3.forward); - //Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green); - //Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta); + // Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green); + // Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta); - Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() *Time.deltaTime;// * wallSpeedMultiplier; + Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() * Time.deltaTime;// * wallSpeedMultiplier; + Vector3 velNorm = playerMovementController.vel; + velNorm.Normalize(); + moveToSet = new Vector3(moveToSet.x * -velNorm.x, moveToSet.y, moveToSet.z * -velNorm.z); moveToSet.y = 0; - Vector3 cancelDrop = new Vector3(0, 0.01f, 0); + + playerMovementController.SetPlayerVelocity(moveToSet); - playerMovementController.AddPlayerVelocity(cancelDrop); - //Debug.Log("On Wall"); + Debug.Log(moveToSet); isWallRunning = true; } } @@ -177,18 +173,6 @@ public class WallRun : NetworkBehaviour return 0; } - public float GetCameraRoll() //Cause camera to roll when wall running - call to this is player movement - { - float dir = CalculateSide(); - float cameraAngle = playerMovementController.GetPlayerCamera().transform.eulerAngles.z; - float targetAngle = 0; - if(dir != 0) - { - targetAngle = Mathf.Sign(dir) * maxAngleRoll; - } - return Mathf.LerpAngle(cameraAngle, targetAngle, Mathf.Max(elapsedTimeSinceWallAttach, elapsedTimeSinceWallDetatch) / cameraTransitionDuration); - } - public Vector3 GetWallJumpDirection() //Add call in jump where if we are wallrunning and jump, the jump vector is multiplied by this { if(isWallRunning) diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 323db06..8fbbeaf 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -6,35 +6,35 @@ EditorUserSettings: serializedVersion: 4 m_ConfigSettings: RecentlyUsedScenePath-0: - value: 224247031146467c0c03096f3d2c4a1e02161124623d28393930 + value: 22424703114646680e0b0227036c7b151b180b650d262f3d192c0e27d1e33136e7a923e7ee2e26 flags: 0 RecentlyUsedScenePath-1: - value: 22424703114646680e0b0227036c7b151b180b650d262f3d192c0e27d1e33136e7a923e7ee2e26 + value: 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