Player Items now carry over to the next scene

This commit is contained in:
Melbyj1125
2021-12-01 14:23:14 -06:00
parent 7185e3b870
commit 57385b47b4
10 changed files with 95 additions and 90 deletions

View File

@@ -151,12 +151,32 @@ public class dWallRun : NetworkBehaviour
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);
Vector3 moveToSetNorm = moveToSet;
moveToSetNorm.Normalize();
if((moveToSetNorm.x < 0 && velNorm.x > 0)){
moveToSet.x = (moveToSet.x * -velNorm.x);
Debug.Log("x");
}
else if((moveToSetNorm.x > 0 && velNorm.x < 0) ){
moveToSet.x = (-moveToSet.x * -velNorm.x);
}
if((moveToSetNorm.z < 0 && velNorm.z > 0)){
moveToSet.z = (moveToSet.z * -velNorm.z);
Debug.Log("z");
}
else if((moveToSetNorm.z > 0 && velNorm.z < 0)){
moveToSet.z = (-moveToSet.z * -velNorm.z);
}
moveToSet.y = 0;
playerMovementController.SetPlayerVelocity(moveToSet);
Debug.Log(moveToSet);
isWallRunning = true;
}
}