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//Raycast offset - 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, .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; - } - 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/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.CurTraction * Time.deltaTime); if(currentState == GrappleAirState){ driftVel = Vector3.zero; } + //Raycast offset + Vector3 rayOffset = driftVel - lastVel; + + + //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, .18f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .18f, layerMask) == true))) && !firstWallHit){ + CancelMomentum(); + Debug.Log("Collide"); + 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){ + firstWallHit = false; + } + + Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + (rayOffset/2), moveXZ.normalized * .2f, Color.red); + Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, moveXZ.normalized * .2f, Color.red); + + + if(driftVel != Vector3.zero){ + playerModel.transform.rotation = Quaternion.LookRotation(driftVel.normalized); + } + //Actually move he player moveController.Move(driftVel); } @@ -314,6 +320,11 @@ 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){ diff --git a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/MoveStateManager.cs b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/MoveStateManager.cs index 90c370b..e386c2f 100644 --- a/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/MoveStateManager.cs +++ b/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/MoveStateManager.cs @@ -30,6 +30,7 @@ public class MoveStateManager : NetworkBehaviour ////Objects Sections private GameObject parentObj; // Parent object + private GameObject playerModel; // player visual model public Camera cam; // Camera object //// @@ -91,6 +92,7 @@ public class MoveStateManager : NetworkBehaviour parentObj = transform.parent.gameObject; // set parent object animator = GetComponent(); // set animator animationManager = GetComponent(); + playerModel = GameObject.FindGameObjectWithTag("PlayerModel"); //// ////Initialize Scripts @@ -213,29 +215,34 @@ public class MoveStateManager : NetworkBehaviour moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * PlayerSpeed(); vel = moveX + moveZ; Vector3 moveXZ = new Vector3(vel.x, 0, vel.z); - - //Raycast offset - 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) || ((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) || ((Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .2f, layerMask) == false))){ - 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); - */ driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime); if(currentState == GrappleAirState){ driftVel = Vector3.zero; } + //Raycast offset + Vector3 rayOffset = driftVel - lastVel; + + + //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, .18f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .18f, layerMask) == true))) && !firstWallHit){ + CancelMomentum(); + Debug.Log("Collide"); + 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){ + firstWallHit = false; + } + + Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + (rayOffset/2), moveXZ.normalized * .2f, Color.red); + Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, moveXZ.normalized * .2f, Color.red); + + if(driftVel != Vector3.zero){ + playerModel.transform.rotation = Quaternion.LookRotation(driftVel.normalized); + } + + //Actually move he player moveController.Move(driftVel); } diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 62b1926..952784e 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -26,6 +26,7 @@ TagManager: - 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