Fixed Kick

This commit is contained in:
Melbyj1125 2021-12-10 13:27:00 -06:00
parent 6b893f8a77
commit 614e0aa685
2 changed files with 8 additions and 7 deletions

View File

@ -12,12 +12,12 @@ public class dKickController : NetworkBehaviour
//slightly bad practice, when merging find a better work around
private bool isDiveKicking = false;
private CharacterController characterController;
public dPlayerMovement pMove;
public PlayerStats pStats;
void Start(){
pStats = GetComponent<PlayerStats>();
pMove = GetComponent<dPlayerMovement>();
characterController = this.gameObject.GetComponent<CharacterController>();
leg = transform.GetChild(0).gameObject;
leg.SetActive(false);
@ -31,7 +31,7 @@ public class dKickController : NetworkBehaviour
//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
//custom is grounded
//If F is pressed or gamepad right trigger is pulled
if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && characterController.isGrounded == false)
if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && pMove.isGrounded == false)
{
Debug.Log("dive");
// if kicking in air, kick until grounded (maybe add some foward momentum if needeD)
@ -45,7 +45,7 @@ public class dKickController : NetworkBehaviour
}
//once dive kick touches ground, set back to normal state
if (characterController.isGrounded == true && isDiveKicking == true)
if (pMove.isGrounded == true && isDiveKicking == true)
{
isDiveKicking = false;
isKicking = false;

View File

@ -199,13 +199,14 @@ public class dPlayerMovement : NetworkBehaviour
//if vel from input is greater than 0, start sprinting animation
if (PlayerSpeed() > 0.1)
{
Debug.Log(driftVel.magnitude);
animator.SetBool("isRunning", true);
//Debug.Log(driftVel.magnitude);
if(animator != null) animator.SetBool("isRunning", true);
}
//if low enough movement from player (this will be still at this value) stop animation
else if (driftVel.magnitude < .510f)
{
animator.SetBool("isRunning", false);
if(animator != null) animator.SetBool("isRunning", false);
}
//Move Player