grapple still has issues

This commit is contained in:
Melbyj1125
2021-12-10 18:05:54 -06:00
parent 45ce1576b5
commit 4c8cbcf82e
5 changed files with 42 additions and 83 deletions

View File

@@ -7,7 +7,7 @@ public class dGrapplingHook : NetworkBehaviour
{
public float maxGrappleDistance = 25;
private bool isGrappled;
public bool isGrappled;
private int hookPointIndex;
private GameObject hookPoint;
private GameObject[] hookPoints;
@@ -16,7 +16,8 @@ public class dGrapplingHook : NetworkBehaviour
private CharacterController movementController;
private dPlayerMovement playerMovement;
private PlayerStats pStats;
private float ropeLength;
private Vector3 hookLerp;
public float ropeLength;
private float climbRate = 5;
// Start is called before the first frame update
@@ -83,13 +84,15 @@ public class dGrapplingHook : NetworkBehaviour
//Do grappling physics based on hookPoint
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength)
{
//Impact Based
//playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav*2);
movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * Time.deltaTime);
//Character controller move?
movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength * 10 *Time.deltaTime);
//movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength * 10 *Time.deltaTime);
//Lerp? or another smoother way? Better physics? Wait until refinement to deal with
}
}
if(playerMovement.GetJumpPressed()){
isGrappled = false;
}
}
int FindHookPoint()