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player.transform.position); + } void Update () diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/dMoveStateManager.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/dMoveStateManager.cs index acd9b8d..605da20 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/dMoveStateManager.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/dMoveStateManager.cs @@ -60,7 +60,7 @@ public class dMoveStateManager : NetworkBehaviour public Vector3 driftVel; // Lerped Movement Vector public float calculatedCurVel; // calculated current vel using driftVel public int layerMask; // LayerMask to exclude player - RaycastHit wallHitTop, wallHitBot; // Raycast for momentum loss on wall hit + 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 @@ -210,16 +210,17 @@ public class dMoveStateManager : NetworkBehaviour Vector3 rayOffset = moveXZ - lastVel; //Check if wall is in direction player is moving - if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .2f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .5f, layerMask) == true))) && !firstWallHit){ + if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .18f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .18f, layerMask) == true))) && !firstWallHit){ CancelMomentum(); + Debug.Log("Collide"); firstWallHit = true; } - else if((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .2f, layerMask) == false) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .5f, layerMask) == false))){ + if(((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallExitBot, .3f, layerMask) == false) && ((currentState == SlideState || currentState == CrouchState) || (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallExitTop, .3f, layerMask) == false))) && firstWallHit){ firstWallHit = false; } - Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized * 1f, Color.red); - Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, moveXZ.normalized * 1f, Color.red); + Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + (rayOffset/2), moveXZ.normalized * 1f, Color.red); + Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, moveXZ.normalized * .2f, Color.red); driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime); if(currentState == GrappleAirState){ diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/MoveStateManager.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/MoveStateManager.cs index 7901a79..1e2acce 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/MoveStateManager.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/MoveStateManager.cs @@ -208,11 +208,11 @@ public class MoveStateManager : NetworkBehaviour Vector3 rayOffset = moveXZ - lastVel; //Check if wall is in direction player is moving - if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .2f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .5f, layerMask) == true))) && !firstWallHit){ + if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .2f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .2f, layerMask) == true))) && !firstWallHit){ CancelMomentum(); firstWallHit = true; } - else if((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .2f, layerMask) == false) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .5f, layerMask) == false))){ + else if((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .2f, layerMask) == false) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .2f, layerMask) == false))){ firstWallHit = false; } diff --git a/Assets/Scripts/PlayerScripts/PlayerCam.cs b/Assets/Scripts/PlayerScripts/PlayerCam.cs index 7644658..7f4bfb8 100644 --- a/Assets/Scripts/PlayerScripts/PlayerCam.cs +++ b/Assets/Scripts/PlayerScripts/PlayerCam.cs @@ -13,6 +13,7 @@ public class PlayerCam : NetworkBehaviour void Start () { rad = (transform.position - player.transform.position); + } void Update () diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index c8ea5c4..b6f390c 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -32,8 +32,8 @@ TagManager: - King UI - King - WeatherWheelUI - - - - + - Door + - DoorFrame - - - diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index d1d4b8c..4ef34b9 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -18,23 +18,23 @@ EditorUserSettings: value: 22424703114646680e0b0227036c7b151b180b652b3a27292f260573f1e33136e7a923e7ee2e26 flags: 0 RecentlyUsedScenePath-4: - value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 - flags: 0 - RecentlyUsedScenePath-5: value: 22424703114646680e0b0227036c731f1415016439262f2434 flags: 0 - RecentlyUsedScenePath-6: - value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb - 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