Merge branch 'FinallyAwakeAreYou'

This commit is contained in:
Melbyj1125 2022-04-08 18:16:48 -05:00
commit 4b06e6d71d
31 changed files with 735 additions and 162 deletions

View File

@ -476,10 +476,10 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 916243637571042079}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 3.73, z: -4.1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 5759777694531189237}
m_Father: {fileID: 1009017922458120617}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!20 &916243637571042078
@ -513,7 +513,7 @@ Camera:
m_Depth: -1
m_CullingMask:
serializedVersion: 2
m_Bits: 158463
m_Bits: 158431
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0
@ -934,7 +934,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1707207228499037409}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalPosition: {x: 0, y: 1.6, z: 0}
m_LocalScale: {x: 30, y: 30, z: 30}
m_Children:
- {fileID: 3454051987037357494}
@ -1133,6 +1133,7 @@ MonoBehaviour:
fallMultiplier: 1.6
isGrounded: 0
groundCheckDistance: 0.05
groundSlantDistance: 0.1
isWallRunning: 0
hookPoint: {fileID: 0}
hookPoints: []
@ -1515,6 +1516,81 @@ Transform:
m_Father: {fileID: 4297669642374631530}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &2495005845603535430
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1009017922458120617}
- component: {fileID: 8811368506375752461}
m_Layer: 3
m_Name: UICam
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1009017922458120617
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2495005845603535430}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 3.73, z: -4.1}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 5827288694444457909}
m_Father: {fileID: 5759777694531189237}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!20 &8811368506375752461
Camera:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2495005845603535430}
m_Enabled: 1
serializedVersion: 2
m_ClearFlags: 3
m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
m_projectionMatrixMode: 1
m_GateFitMode: 2
m_FOVAxisMode: 0
m_SensorSize: {x: 36, y: 24}
m_LensShift: {x: 0, y: 0}
m_FocalLength: 50
m_NormalizedViewPortRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
near clip plane: 0.2
far clip plane: 1000
field of view: 60
orthographic: 0
orthographic size: 5
m_Depth: 0
m_CullingMask:
serializedVersion: 2
m_Bits: 32
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0
m_TargetEye: 3
m_HDR: 1
m_AllowMSAA: 1
m_AllowDynamicResolution: 0
m_ForceIntoRT: 0
m_OcclusionCulling: 1
m_StereoConvergence: 10
m_StereoSeparation: 0.022
--- !u!1 &2617135760156192365
GameObject:
m_ObjectHideFlags: 0
@ -4391,8 +4467,8 @@ Canvas:
m_Enabled: 1
serializedVersion: 3
m_RenderMode: 1
m_Camera: {fileID: 916243637571042078}
m_PlaneDistance: 0.3005
m_Camera: {fileID: 0}
m_PlaneDistance: 0.21
m_PixelPerfect: 0
m_ReceivesEvents: 1
m_OverrideSorting: 0
@ -4584,7 +4660,7 @@ Transform:
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 5827288694444457909}
- {fileID: 1009017922458120617}
- {fileID: 2088235644774667867}
- {fileID: 5520215189068640225}
m_Father: {fileID: 0}

View File

@ -866,6 +866,81 @@ Transform:
m_Father: {fileID: 3058360317068509369}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1546629640539547092
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6696434663218085850}
- component: {fileID: 8265305915692127735}
m_Layer: 3
m_Name: UICam
m_TagString: UICam
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &6696434663218085850
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1546629640539547092}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 3.73, z: -4.1}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 3304884871725760614}
m_Father: {fileID: 3669633515805984294}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!20 &8265305915692127735
Camera:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1546629640539547092}
m_Enabled: 0
serializedVersion: 2
m_ClearFlags: 3
m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
m_projectionMatrixMode: 1
m_GateFitMode: 2
m_FOVAxisMode: 0
m_SensorSize: {x: 36, y: 24}
m_LensShift: {x: 0, y: 0}
m_FocalLength: 50
m_NormalizedViewPortRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
near clip plane: 0.2
far clip plane: 1000
field of view: 60
orthographic: 0
orthographic size: 5
m_Depth: 0
m_CullingMask:
serializedVersion: 2
m_Bits: 32
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0
m_TargetEye: 3
m_HDR: 1
m_AllowMSAA: 1
m_AllowDynamicResolution: 0
m_ForceIntoRT: 0
m_OcclusionCulling: 1
m_StereoConvergence: 10
m_StereoSeparation: 0.022
--- !u!1 &1608428008624389940
GameObject:
m_ObjectHideFlags: 0
@ -1395,7 +1470,7 @@ Transform:
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 3304884871725760614}
- {fileID: 6696434663218085850}
- {fileID: 7059700519020685704}
- {fileID: 7884759046840986577}
m_Father: {fileID: 0}
@ -2135,8 +2210,8 @@ Canvas:
m_Enabled: 1
serializedVersion: 3
m_RenderMode: 1
m_Camera: {fileID: 8193413098731078861}
m_PlaneDistance: 0.3005
m_Camera: {fileID: 8265305915692127735}
m_PlaneDistance: 0.25
m_PixelPerfect: 0
m_ReceivesEvents: 1
m_OverrideSorting: 0
@ -5071,6 +5146,7 @@ MonoBehaviour:
fallMultiplier: 1.6
isGrounded: 0
groundCheckDistance: 0.05
groundSlantDistance: 0.1
isWallRunning: 0
hookPoint: {fileID: 0}
hookPoints: []
@ -5495,10 +5571,10 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8193413098731078860}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 3.73, z: -4.1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 3669633515805984294}
m_Father: {fileID: 6696434663218085850}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!20 &8193413098731078861
@ -5532,7 +5608,7 @@ Camera:
m_Depth: -1
m_CullingMask:
serializedVersion: 2
m_Bits: 158463
m_Bits: 158431
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0

View File

@ -123,6 +123,148 @@ NavMeshSettings:
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
--- !u!1 &85648432
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 85648439}
- component: {fileID: 85648438}
- component: {fileID: 85648437}
- component: {fileID: 85648436}
- component: {fileID: 85648435}
- component: {fileID: 85648434}
- component: {fileID: 85648433}
m_Layer: 0
m_Name: Bumper (1)
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!136 &85648433
CapsuleCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 85648432}
m_Material: {fileID: 0}
m_IsTrigger: 1
m_Enabled: 1
m_Radius: 0.58
m_Height: 2
m_Direction: 1
m_Center: {x: 0.000000059604645, y: 0, z: -0.00000008940697}
--- !u!54 &85648434
Rigidbody:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 85648432}
serializedVersion: 2
m_Mass: 1
m_Drag: 0
m_AngularDrag: 0.05
m_UseGravity: 0
m_IsKinematic: 1
m_Interpolate: 0
m_Constraints: 0
m_CollisionDetection: 0
--- !u!114 &85648435
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 85648432}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 204dc1e4ca638924caabaa45df29d9d1, type: 3}
m_Name:
m_EditorClassIdentifier:
bumpPower: 20
--- !u!136 &85648436
CapsuleCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 85648432}
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
m_Radius: 0.49
m_Height: 0.1
m_Direction: 1
m_Center: {x: 0.000000059604645, y: 0, z: -0.00000008940697}
--- !u!23 &85648437
MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 85648432}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10303, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!33 &85648438
MeshFilter:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 85648432}
m_Mesh: {fileID: 10206, guid: 0000000000000000e000000000000000, type: 0}
--- !u!4 &85648439
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 85648432}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -24.699999, y: -12.2, z: 38.71}
m_LocalScale: {x: 5, y: 1, z: 5}
m_Children: []
m_Father: {fileID: 195100187}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &176148598
GameObject:
m_ObjectHideFlags: 0
@ -313,11 +455,38 @@ MeshFilter:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 181370900}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
--- !u!20 &192552233 stripped
Camera:
m_CorrespondingSourceObject: {fileID: 916243637571042078, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}
m_PrefabInstance: {fileID: 4756939987922741697}
--- !u!1 &195100186
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 195100187}
m_Layer: 0
m_Name: Bumpers
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &195100187
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 195100186}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 36.3, y: 14.7, z: 13.7}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 1181153602}
- {fileID: 85648439}
m_Father: {fileID: 0}
m_RootOrder: 6
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &228851343
GameObject:
m_ObjectHideFlags: 0
@ -715,6 +884,133 @@ MeshFilter:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 360025847}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
--- !u!1 &369757238
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 369757239}
- component: {fileID: 369757242}
- component: {fileID: 369757241}
- component: {fileID: 369757240}
m_Layer: 0
m_Name: Cube
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &369757239
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 369757238}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: -9, z: -0.51}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 2018109525}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!65 &369757240
BoxCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 369757238}
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
serializedVersion: 2
m_Size: {x: 1, y: 1, z: 1}
m_Center: {x: 0, y: 0, z: 0}
--- !u!23 &369757241
MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 369757238}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10303, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!33 &369757242
MeshFilter:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 369757238}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
--- !u!1 &377042322
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 377042323}
m_Layer: 0
m_Name: Hooks
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &377042323
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 377042322}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 36.3, y: 14.7, z: 13.7}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 1405946433}
- {fileID: 1709217282}
m_Father: {fileID: 0}
m_RootOrder: 7
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &478416584
GameObject:
m_ObjectHideFlags: 0
@ -1074,7 +1370,7 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 7
m_RootOrder: 8
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &650550299
GameObject:
@ -1968,12 +2264,12 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1181153597}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 11.6, y: 2.5, z: 41.95}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -24.699999, y: -12.2, z: 28.25}
m_LocalScale: {x: 5, y: 1, z: 5}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 6
m_Father: {fileID: 195100187}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!136 &1181153603
CapsuleCollider:
@ -2040,7 +2336,7 @@ Transform:
- {fileID: 360025848}
- {fileID: 577483205}
m_Father: {fileID: 0}
m_RootOrder: 8
m_RootOrder: 9
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1257935739
GameObject:
@ -2321,12 +2617,12 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1405946429}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 36.3, y: 14.7, z: 13.7}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 5
m_Father: {fileID: 377042323}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!54 &1405946434
Rigidbody:
@ -2415,7 +2711,7 @@ Transform:
- {fileID: 573469552}
- {fileID: 1608019103}
m_Father: {fileID: 0}
m_RootOrder: 9
m_RootOrder: 10
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1608019102
GameObject:
@ -2807,12 +3103,12 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1709217277}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 110.6, y: 24.5, z: 13.7}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 74.3, y: 9.8, z: 0}
m_LocalScale: {x: 10, y: 10, z: 10}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 10
m_Father: {fileID: 377042323}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1781357367
GameObject:
@ -3130,6 +3426,37 @@ MeshFilter:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2007460318}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
--- !u!1 &2018109524
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 2018109525}
m_Layer: 0
m_Name: SlantPlatforms
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &2018109525
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2018109524}
m_LocalRotation: {x: 0.38268343, y: 0, z: 0, w: 0.92387956}
m_LocalPosition: {x: 31, y: 5, z: 16.4}
m_LocalScale: {x: 10, y: 1, z: 10}
m_Children:
- {fileID: 369757239}
m_Father: {fileID: 0}
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 45, y: 0, z: 0}
--- !u!1 &2059816015
GameObject:
m_ObjectHideFlags: 0
@ -3298,22 +3625,6 @@ PrefabInstance:
m_Modification:
m_TransformParent: {fileID: 0}
m_Modifications:
- target: {fileID: 1707207228499037414, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}
propertyPath: cam
value:
objectReference: {fileID: 192552233}
- target: {fileID: 1707207228499037468, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}
propertyPath: hasGlider
value: 0
objectReference: {fileID: 0}
- target: {fileID: 1707207228499037468, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}
propertyPath: hasGrapple
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2088235644774667867, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}
propertyPath: m_LocalPosition.y
value: 1.6
objectReference: {fileID: 0}
- target: {fileID: 5759777694531189237, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}
propertyPath: m_RootOrder
value: 13

View File

@ -13,14 +13,14 @@ public class Bumper : MonoBehaviour {
Debug.Log("Bump");
MoveStateManager playerMovement = objectHit.GetComponent<MoveStateManager>();
float DirBumpX = playerMovement.driftVel.x * -1;//Inverts the Player Velocity x
float DirBumpY = .1f;
float DirBumpZ = playerMovement.driftVel.z * -1;//Inverts the Player Velocity z
Vector3 dirBump = objectHit.transform.position - transform.position;
Vector3 DirBump = new Vector3(DirBumpX, DirBumpY, DirBumpZ);//Creates a direction to launch the player
DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction
dirBump.y = .1f;
if(dirBump.x == 0 && dirBump.z == 0){
dirBump = new Vector3(1,.1f,1);
}
playerMovement.GetHit(DirBump, bumpPower);
playerMovement.GetHit(dirBump.normalized, bumpPower);
//
}
}

View File

@ -36,11 +36,24 @@ public class GameHandler : NetworkBehaviour
if (character.GetComponent<NetworkObject>().OwnerClientId == NetworkManager.Singleton.LocalClientId) {
localPlayer = character;
FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<Camera>().enabled = true;
FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<AudioListener>().enabled = true;
if (FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<PlayerCam>() != null) {
FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<PlayerCam>().enabled = true;
if(FindGameObjectInChildWithTag(character, "UICam").GetComponent<Camera>() != null){
FindGameObjectInChildWithTag(character, "UICam").GetComponent<Camera>().enabled = true;
GameObject UICamera = FindGameObjectInChildWithTag(character, "UICam");
FindGameObjectInChildWithTag(UICamera, "PlayerCam").GetComponent<Camera>().enabled = true;
FindGameObjectInChildWithTag(UICamera, "PlayerCam").GetComponent<AudioListener>().enabled = true;
if (FindGameObjectInChildWithTag(UICamera, "PlayerCam").GetComponent<PlayerCam>() != null) {
FindGameObjectInChildWithTag(UICamera, "PlayerCam").GetComponent<PlayerCam>().enabled = true;
}
}
else{
FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<Camera>().enabled = true;
FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<AudioListener>().enabled = true;
if (FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<PlayerCam>() != null) {
FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<PlayerCam>().enabled = true;
}
}
}
}

View File

@ -15,12 +15,12 @@ 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.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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)){
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.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState) && !aSM.pStats.IsPaused){
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){
aSM.SwitchState(aSM.GlidingState);
}
@ -30,12 +30,12 @@ public class dAerialFallingState : dAerialBaseState
}
//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.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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 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.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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

@ -19,16 +19,16 @@ public class dAerialGroundedState : dAerialBaseState
public override void UpdateState(dAerialStateManager aSM){
//if grav vel < 0 then falling
if(aSM.pStats.GravVel < 0 || (aSM.pStats.GravVel > 0 && (aSM.mSM.currentState == aSM.mSM.SlideState || aSM.mSM.currentState == aSM.mSM.CrouchState || aSM.mSM.currentState == aSM.mSM.RagdollState || aSM.mSM.currentState == aSM.mSM.RecoveringState))){
if(aSM.pStats.GravVel < 0 || (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))){
aSM.SwitchState(aSM.FallingState);
}
//if grav vel > 0 then jumping
else if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else 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)){
aSM.SwitchState(aSM.JumpingState);
}
//can grapple and in state that allows grapple
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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

@ -13,7 +13,7 @@ public class dAerialGrappleAirState : dAerialBaseState
bool pointReached = false;
float initialForcePower = 4;
float initialForcePower = 100;
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
@ -22,7 +22,7 @@ public class dAerialGrappleAirState : dAerialBaseState
distanceBeneathHook = -3f;
distanceAfterHook = 8f;
pointReached = false;
initialForcePower = 4;
initialForcePower = 100;
//refresh jump number
aSM.curJumpNum = 0;
@ -83,7 +83,7 @@ public class dAerialGrappleAirState : dAerialBaseState
//Apply default gravity
if(!pointReached){
aSM.moveController.Move(initialForceDirection * initialForcePower);
aSM.moveController.Move(initialForceDirection * initialForcePower * Time.deltaTime);
aSM.GravityCalculation(0);
aSM.pStats.GravVel = 0;
}

View File

@ -58,6 +58,7 @@ public class dAerialStateManager : NetworkBehaviour
//Ground Check
public bool isGrounded; // is player grounded
public float groundCheckDistance = 0.05f; // offset distance to check ground
public float groundSlantDistance = 0.1f;
const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping
const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again
Ray groundRay; // ground ray
@ -244,6 +245,12 @@ public class dAerialStateManager : NetworkBehaviour
}
}
}
else if(Physics.Raycast(groundRay, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed){
if(Vector3.Dot(groundHit.normal, transform.up) > 0f){
moveController.Move(groundHit.normal * 20 * Time.deltaTime);
mSM.CancelMomentum();
}
}
}
//Actually applies the downwards movement
@ -256,7 +263,7 @@ public class dAerialStateManager : NetworkBehaviour
void Jump(){
if(!pStats.IsPaused){
//If space/south gamepad button is pressed apply an upwards force to the player
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && (mSM.currentState != mSM.SlideState && mSM.currentState != mSM.CrouchState && mSM.currentState != mSM.RagdollState && mSM.currentState != mSM.RecoveringState && currentState != GlidingState))
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && (mSM.currentState != mSM.SlideState && mSM.currentState != mSM.CrouchState && mSM.currentState != mSM.CrouchWalkState && mSM.currentState != mSM.RagdollState && mSM.currentState != mSM.RecoveringState && currentState != GlidingState))
{
if(currentState == WallRunState){
AddImpact((GetWallJumpDirection()), pStats.JumpPow * 8.5f);
@ -467,11 +474,11 @@ public class dAerialStateManager : NetworkBehaviour
if(!pStats.IsPaused){
if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit
{
Debug.Log("Checking Hooks");
//Debug.Log("Checking Hooks");
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
if (hookPointIndex != -1) //If there is a hookpoint
{
Debug.Log("Found Hook");
//Debug.Log("Found Hook");
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
return true;
}
@ -514,7 +521,7 @@ public class dAerialStateManager : 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

@ -11,7 +11,7 @@ public class dMoveCrouchState : dMoveBaseState
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
//if not coming from slide state then rotate player and adjust height
if(previousState != mSM.SlideState){
if(previousState != mSM.SlideState && previousState != mSM.CrouchWalkState){
mSM.pStats.CurVel = 0;
mSM.moveController.height *= .5f;
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y - mSM.moveController.height * .5f,0);
@ -45,6 +45,9 @@ public class dMoveCrouchState : dMoveBaseState
Debug.Log(slideRay.collider.name);
}
}
else if((Input.GetAxis("Vertical") > 0.0f || Input.GetAxis("Horizontal") > 0.0f)){
mSM.SwitchState(mSM.CrouchWalkState);
}
//Debug.DrawRay(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up * 2f, Color.red);
@ -58,8 +61,6 @@ public class dMoveCrouchState : dMoveBaseState
public override void FixedUpdateState(dMoveStateManager mSM){
mSM.transform.Rotate(Vector3.up * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
mSM.SlideMovement();
mSM.CrouchMovement();
}
}

View File

@ -9,32 +9,41 @@ public class dMoveCrouchWalkState : dMoveBaseState
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
//if next state isn't crouch revert rotation, speed, and height
if(nextState != mSM.CrouchState){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.moveController.height *= 2.0f;
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y + mSM.moveController.height * .25f,0);
}
}
public override void UpdateState(dMoveStateManager mSM){
if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
mSM.SwitchState(mSM.CrouchState);
}
else if((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f)){
mSM.SwitchState(mSM.CrouchState);
}
//If falling stop sliding and go to wasd states
if(mSM.aSM.currentState == mSM.aSM.FallingState){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
mSM.SwitchState(mSM.WalkState);
}
else if(mSM.calculatedCurVel < mSM.runLimit){
mSM.SwitchState(mSM.JogState);
}
else{
mSM.SwitchState(mSM.RunState);
}
}
}
public override void FixedUpdateState(dMoveStateManager mSM){
/*
if(mSM.aSM.currentState == mSM.aSM.FallingState){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.WalkState);
}
else if(mSM.calculatedCurVel < mSM.runLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.JogState);
}
else{
SlideToMoveState(mSM);
mSM.SwitchState(mSM.RunState);
}
}
*/
mSM.CrouchMovement();
}
}

View File

@ -32,6 +32,7 @@ public class dMoveSlideState : dMoveBaseState
//if state is crouch revert traction
else{
mSM.pStats.CurTraction = mSM.pStats.Traction;
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
}
mSM.GetComponent<Animator>().SetBool("isSliding", false);
}

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.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.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.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.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.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.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.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.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

@ -136,7 +136,7 @@ public class dMoveStateManager : NetworkBehaviour
//if grappling in aerial state manager swap to grapple here
if(currentState != GrappleAirState){
if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != CrouchState && currentState != RagdollState && currentState != RecoveringState)){
if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != CrouchState && currentState != CrouchWalkState && currentState != RagdollState && currentState != RecoveringState)){
SwitchState(GrappleAirState);
}
}
@ -211,6 +211,40 @@ public class dMoveStateManager : NetworkBehaviour
}
}
public void CrouchMovement(){
//Keyboard inputs
//Checks if movement keys have been pressed and calculates correct vector
if(currentState == CrouchWalkState){
float curSpeed = PlayerSpeed();
if(curSpeed != 0){
moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * 2;
moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * 2;
}
else{
moveX = Vector3.zero;
moveZ = Vector3.zero;
}
vel = moveX + moveZ;
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, 10 * Time.deltaTime);
if(currentState == GrappleAirState){
driftVel = Vector3.zero;
}
if(driftVel != Vector3.zero){
playerModel.transform.rotation = Quaternion.LookRotation(driftVel.normalized);
}
//Actually move he player
moveController.Move(driftVel);
}
else{
moveController.Move(Vector3.zero);
}
}
//Wasd movement using player speed
public void DirectionalMovement(){
//Keyboard inputs
@ -230,12 +264,12 @@ public class dMoveStateManager : NetworkBehaviour
//Check if wall is in direction player is moving
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallHitBot, .35f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .35f, layerMask) == true))) && !firstWallHit){
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallHitBot, .35f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState || currentState == CrouchWalkState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .35f, layerMask) == true))) && !firstWallHit){
CancelMomentum();
//Debug.Log(wallHitBot.collider.name);
firstWallHit = true;
}
if(((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallExitBot, .3f, layerMask) == false) && ((currentState == SlideState || currentState == CrouchState) || (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallExitTop, .3f, layerMask) == false))) && firstWallHit){
if(((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallExitBot, .3f, layerMask) == false) && ((currentState == SlideState || currentState == CrouchState || currentState == CrouchWalkState) || (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallExitTop, .3f, layerMask) == false))) && firstWallHit){
firstWallHit = false;
}
@ -262,11 +296,6 @@ public class dMoveStateManager : NetworkBehaviour
vel = moveX + moveZ;
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
//need to have move controller involved for correct movement
if(currentState == CrouchState){
driftVel = Vector3.zero;
}
//Actually move he player
moveController.Move(driftVel);
@ -320,11 +349,6 @@ public class dMoveStateManager : NetworkBehaviour
driftVel = Vector3.zero;
}
//Verify Movement
private void VerifyMovement(){
}
//Apply Wind movement to the player
public void ApplyWind(bool wind){
if(wind){

View File

@ -15,14 +15,14 @@ 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.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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)){
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.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState) && !aSM.pStats.IsPaused){
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){
Debug.Log("Going to Glide From Fall");
aSM.SwitchState(aSM.GlidingState);
}
@ -33,12 +33,12 @@ public class AerialFallingState : AerialBaseState
}
//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.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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 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.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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

@ -17,13 +17,18 @@ public class AerialGroundedState : AerialBaseState
public override void UpdateState(AerialStateManager aSM){
//if grav vel < 0 then falling
if(aSM.pStats.GravVel < 0 || (aSM.pStats.GravVel > 0 && (aSM.mSM.currentState == aSM.mSM.SlideState || aSM.mSM.currentState == aSM.mSM.CrouchState || aSM.mSM.currentState == aSM.mSM.RagdollState || aSM.mSM.currentState == aSM.mSM.RecoveringState))){
if(aSM.pStats.GravVel < 0 || (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))){
aSM.SwitchState(aSM.FallingState);
}
//if grav vel > 0 then jumping
else if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else 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)){
aSM.SwitchState(aSM.JumpingState);
}
//can grapple and in state that allows grapple
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);
}
}
public override void FixedUpdateState(AerialStateManager aSM){

View File

@ -62,6 +62,7 @@ public class AerialStateManager : NetworkBehaviour
//Ground Check
public bool isGrounded; // is player grounded
public float groundCheckDistance = 0.05f; // offset distance to check ground
public float groundSlantDistance = 0.1f;
const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping
const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again
Ray groundRay; // ground ray
@ -271,6 +272,14 @@ public class AerialStateManager : NetworkBehaviour
}
}
}
else if(Physics.Raycast(groundRay, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed){
if(Vector3.Dot(groundHit.normal, transform.up) > 0f){
Debug.Log("On a Slant");
// Debug.Log("The grounds Normal" + groundHit.normal);
moveController.Move(groundHit.normal * 20 * Time.deltaTime);
mSM.CancelMomentum();
}
}
}
//Actually applies the downwards movement
@ -283,7 +292,7 @@ public class AerialStateManager : NetworkBehaviour
void Jump(){
if(!pStats.IsPaused){
//If space/south gamepad button is pressed apply an upwards force to the player
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && (mSM.currentState != mSM.SlideState && mSM.currentState != mSM.CrouchState && mSM.currentState != mSM.RagdollState && mSM.currentState != mSM.RecoveringState && currentState != GlidingState))
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && (mSM.currentState != mSM.SlideState && mSM.currentState != mSM.CrouchState && mSM.currentState != mSM.CrouchWalkState && mSM.currentState != mSM.RagdollState && mSM.currentState != mSM.RecoveringState && currentState != GlidingState))
{
if(currentState == WallRunState){
AddImpact((GetWallJumpDirection()), pStats.JumpPow * 8.5f);
@ -493,11 +502,11 @@ public class AerialStateManager : NetworkBehaviour
if(!pStats.IsPaused){
if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit
{
Debug.Log("Checking Hooks");
//Debug.Log("Checking Hooks");
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
if (hookPointIndex != -1) //If there is a hookpoint
{
Debug.Log("Found Hook");
//Debug.Log("Found Hook");
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
return true;
}

View File

@ -13,7 +13,7 @@ public class AerialGrappleAirState : AerialBaseState
bool pointReached = false;
float initialForcePower = 4;
float initialForcePower = 100;
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
@ -22,7 +22,7 @@ public class AerialGrappleAirState : AerialBaseState
distanceBeneathHook = -3f;
distanceAfterHook = 8f;
pointReached = false;
initialForcePower = 4;
initialForcePower = 100;
//refresh jump number
aSM.curJumpNum = 0;
@ -83,7 +83,7 @@ public class AerialGrappleAirState : AerialBaseState
//Apply default gravity
if(!pointReached){
aSM.moveController.Move(initialForceDirection * initialForcePower);
aSM.moveController.Move(initialForceDirection * initialForcePower * Time.deltaTime);
aSM.GravityCalculation(0);
aSM.pStats.GravVel = 0;
}

View File

@ -146,7 +146,7 @@ public class MoveStateManager : NetworkBehaviour
//if grappling in aerial state manager swap to grapple here
if(currentState != GrappleAirState){
if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != RagdollState && currentState != RecoveringState)){
if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != CrouchState && currentState != CrouchWalkState && currentState != RagdollState && currentState != RecoveringState)){
SwitchState(GrappleAirState);
}
}
@ -220,6 +220,41 @@ public class MoveStateManager : NetworkBehaviour
}
}
public void CrouchMovement(){
//Keyboard inputs
//Checks if movement keys have been pressed and calculates correct vector
if(currentState == CrouchWalkState){
float curSpeed = PlayerSpeed();
if(curSpeed != 0){
moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * 2;
moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * 2;
}
else{
moveX = Vector3.zero;
moveZ = Vector3.zero;
}
vel = moveX + moveZ;
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, 10 * Time.deltaTime);
if(currentState == GrappleAirState){
driftVel = Vector3.zero;
}
if(driftVel != Vector3.zero){
playerModel.transform.rotation = Quaternion.LookRotation(driftVel.normalized);
}
//Actually move he player
moveController.Move(driftVel);
}
else{
moveController.Move(Vector3.zero);
}
}
//Wasd movement using player speed
public void DirectionalMovement(){
//Keyboard inputs
@ -239,12 +274,12 @@ public class MoveStateManager : NetworkBehaviour
//Check if wall is in direction player is moving
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallHitBot, .35f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .35f, layerMask) == true))) && !firstWallHit){
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallHitBot, .35f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState || currentState == CrouchWalkState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .35f, layerMask) == true))) && !firstWallHit){
CancelMomentum();
//Debug.Log(wallHitBot.collider.name);
firstWallHit = true;
}
if(((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallExitBot, .3f, layerMask) == false) && ((currentState == SlideState || currentState == CrouchState) || (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallExitTop, .3f, layerMask) == false))) && firstWallHit){
if(((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallExitBot, .3f, layerMask) == false) && ((currentState == SlideState || currentState == CrouchState || currentState == CrouchWalkState) || (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallExitTop, .3f, layerMask) == false))) && firstWallHit){
firstWallHit = false;
}
@ -272,11 +307,6 @@ public class MoveStateManager : NetworkBehaviour
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
//Need to have movecontroller involved for correct movement
if(currentState == CrouchState){
driftVel = Vector3.zero;
}
//Actually move he player
moveController.Move(driftVel);
}

View File

@ -11,7 +11,7 @@ public class MoveCrouchState : MoveBaseState
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
//if not coming from slide state then rotate player and adjust height
if(previousState != mSM.SlideState){
if(previousState != mSM.SlideState && previousState != mSM.CrouchWalkState){
mSM.pStats.CurVel = 0;
mSM.moveController.height *= .5f;
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y - mSM.moveController.height * .5f,0);
@ -45,7 +45,9 @@ public class MoveCrouchState : MoveBaseState
Debug.Log(slideRay.collider.name);
}
}
else if((Input.GetAxis("Vertical") > 0.0f || Input.GetAxis("Horizontal") > 0.0f)){
mSM.SwitchState(mSM.CrouchWalkState);
}
//Debug.DrawRay(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up * 2f, Color.red);
@ -58,8 +60,6 @@ public class MoveCrouchState : MoveBaseState
public override void FixedUpdateState(MoveStateManager mSM){
mSM.transform.Rotate(Vector3.up * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
mSM.SlideMovement();
mSM.CrouchMovement();
}
}

View File

@ -9,32 +9,41 @@ public class MoveCrouchWalkState : MoveBaseState
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
//if next state isn't crouch revert rotation, speed, and height
if(nextState != mSM.CrouchState){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.moveController.height *= 2.0f;
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y + mSM.moveController.height * .25f,0);
}
}
public override void UpdateState(MoveStateManager mSM){
if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
mSM.SwitchState(mSM.CrouchState);
}
else if((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f)){
mSM.SwitchState(mSM.CrouchState);
}
//If falling stop sliding and go to wasd states
if(mSM.aSM.currentState == mSM.aSM.FallingState){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
mSM.SwitchState(mSM.WalkState);
}
else if(mSM.calculatedCurVel < mSM.runLimit){
mSM.SwitchState(mSM.JogState);
}
else{
mSM.SwitchState(mSM.RunState);
}
}
}
public override void FixedUpdateState(MoveStateManager mSM){
/*
if(mSM.aSM.currentState == mSM.aSM.FallingState){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.WalkState);
}
else if(mSM.calculatedCurVel < mSM.runLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.JogState);
}
else{
SlideToMoveState(mSM);
mSM.SwitchState(mSM.RunState);
}
}
*/
mSM.CrouchMovement();
}
}

View File

@ -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.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.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 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.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.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 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.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.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

@ -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.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.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

@ -66,7 +66,7 @@ public class LobbyItems : MonoBehaviour
player.GetComponent<NitroStateManager>().enabled = false;
player.GetComponent<AerialStateManager>().enabled = false;
player.GetComponent<OffenseStateManager>().enabled = false;
pPar.transform.Find("PlayerCam").gameObject.SetActive(false);
pPar.transform.Find("UICam").gameObject.SetActive(false);
invMan = GetComponent<InventoryManager>();
}
@ -79,11 +79,12 @@ public class LobbyItems : MonoBehaviour
}
private void InitializeItemB(){
Debug.Log("Initialize Items");
int index = 0;
if(itemOptPrefab != null){
foreach(var item in invMan.ItemDict){
//Positioning Buttons
Debug.Log("Create Button");
//Positioning Buttons
if(index < 3){
position = new Vector3(((index*200)+250),700,0);
}

View File

@ -30,6 +30,7 @@ TagManager:
- MountainGrid
- Shadows
- Hail
- UICam
layers:
- Default
- TransparentFX

View File

@ -15,7 +15,7 @@ EditorUserSettings:
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
flags: 0
RecentlyUsedScenePath-3:
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb
flags: 0
RecentlyUsedScenePath-4:
value: 22424703114646680e0b0227036c731f1415016439262f2434