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Grapple Finally Feels Satisfactory
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@ -10,8 +10,9 @@ public class dAerialGrappleAirState : dAerialBaseState
|
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float distanceBeneathHook;
|
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float distanceAfterHook;
|
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Vector3 desiredPosition;
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Vector3 playerOffset;
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Vector3 lastPos;
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Vector3 tempForceDir;
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Vector3 updatedYHookPoint;
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bool pointReached;
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bool handReached = false;
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|
@ -22,27 +23,17 @@ public class dAerialGrappleAirState : dAerialBaseState
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|||
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
|
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|
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distanceBeneathHook = -2f;
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distanceBeneathHook = -10f;
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distanceAfterHook = 8f;
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pointReached = false;
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initialForcePower = 100;
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initialForcePower = 120;
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//refresh jump number
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aSM.release = false;
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|
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//rope length limit
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initialForceDirection = initialForceDirection.normalized;
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}
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@ -81,21 +72,11 @@ public class dAerialGrappleAirState : dAerialBaseState
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}
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////////ADD A LINE RENDERER WHEN WE GET THE HAND MODEL
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//Draw Line between player and hookpoint for debug purposes
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|
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|
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|
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tempForceDir = tempForceDir.normalized;
|
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}
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//Apply default gravity
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if(!handReached){
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ThrowStickyHand(aSM);
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|
@ -106,6 +87,14 @@ public class dAerialGrappleAirState : dAerialBaseState
|
|||
aSM.moveController.Move(initialForceDirection * initialForcePower * Time.deltaTime);
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aSM.GravityCalculation(0);
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|
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|
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|
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tempForceDir = tempForceDir.normalized;
|
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tempForceDir = new Vector3(tempForceDir.x,0,tempForceDir.z).normalized;
|
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if((aSM.postForceDirection - tempForceDir).magnitude >= .1f && !pointReached){
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pointReached = true;
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}
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}
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else{
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//currentForcePower;
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|
|
@ -131,8 +120,17 @@ public class dAerialGrappleAirState : dAerialBaseState
|
|||
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Vector3 throwDir = (aSM.hookPoint.transform.position - aSM.stickyHandParent.transform.position).normalized;
|
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|
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aSM.stickyHandParent.GetComponent<CharacterController>().Move(throwDir * 80 * Time.deltaTime);
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aSM.stickyHandParent.GetComponent<CharacterController>().Move(throwDir * 120 * Time.deltaTime);
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if(Vector3.Distance(aSM.hookPoint.transform.position, aSM.stickyHandParent.transform.position) <= 3f){
|
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|
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Vector3 updatedXHookPointDirection = (new Vector3(aSM.transform.position.x, 0, aSM.transform.position.z) - new Vector3(aSM.hookPoint.transform.position.x, 0, aSM.hookPoint.transform.position.z)).normalized;
|
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|
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desiredPosition = updatedYHookPoint + (updatedXHookPointDirection * -distanceAfterHook);
|
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//rope length limit
|
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initialForceDirection = desiredPosition - aSM.transform.position;
|
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initialForceDirection = initialForceDirection.normalized;
|
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|
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aSM.postForceDirection = new Vector3(initialForceDirection.x, 0, initialForceDirection.z).normalized;
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handReached = true;
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}
|
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}
|
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|
|
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|||
|
|
@ -9,7 +9,7 @@ public class AerialGlidingState : AerialBaseState
|
|||
|
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//Modify base traction
|
||||
aSM.pStats.CurTraction = 1.0f;
|
||||
aSM.pStats.GravVel = -1;
|
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aSM.pStats.GravVel = -4;
|
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}
|
||||
|
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public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
|
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|
|
@ -44,7 +44,7 @@ public class AerialGlidingState : AerialBaseState
|
|||
public override void FixedUpdateState(AerialStateManager aSM){
|
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|
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//modified gravity calculation to fall slower
|
||||
aSM.GravityCalculation(8);
|
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aSM.GravityCalculation(9);
|
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|
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//if grapple released apply release force
|
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if(aSM.pStats.HasGrapple){
|
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|
|
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|
|
@ -175,8 +175,8 @@ public class PlayerStats : MonoBehaviour
|
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}
|
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|
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//temp values for reseting stuff
|
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private float accModification;
|
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private float tractionModification;
|
||||
private float accModification = 1;
|
||||
private float tractionModification = 1;
|
||||
private bool weatherOn = false;
|
||||
////
|
||||
|
||||
|
|
@ -244,11 +244,11 @@ public class PlayerStats : MonoBehaviour
|
|||
traction *= tractionModification;
|
||||
curTraction *= tractionModification;
|
||||
|
||||
accModification = .5f;
|
||||
accModification = .3f;
|
||||
acc *= accModification;
|
||||
curAcc *= accModification;
|
||||
|
||||
curVel *= .5f;
|
||||
curVel *= .3f;
|
||||
|
||||
break;
|
||||
}
|
||||
|
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|||
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|
@ -27,6 +27,7 @@ public class LobbyItems : MonoBehaviour
|
|||
private int pointsLeft;
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|
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//Item Image and Offsets
|
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public Transform[] postItPos;
|
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public Sprite[] itemBG;
|
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public Vector3[] itemImgPos;
|
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public Vector3[] itemImgRot;
|
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|
|
@ -72,16 +73,8 @@ public class LobbyItems : MonoBehaviour
|
|||
if(itemOptPrefab != null){
|
||||
foreach(var item in invMan.ItemDict){
|
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Debug.Log("Create Button");
|
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//Positioning Buttons
|
||||
if(index < 3){
|
||||
position = new Vector3(((index*200)+250),700,0);
|
||||
}
|
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else if(index < 6){
|
||||
position = new Vector3(((index-3)*200)+250,500,0);
|
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}
|
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else{
|
||||
position = new Vector3(((index-6)*200)+250,300,0);
|
||||
}
|
||||
|
||||
position = postItPos[index].position;
|
||||
|
||||
//Creates Button
|
||||
var iOpt = Instantiate(itemOptPrefab, position, Quaternion.identity);
|
||||
|
|
@ -193,6 +186,7 @@ public class LobbyItems : MonoBehaviour
|
|||
}
|
||||
return tempResult;
|
||||
}
|
||||
|
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private void changeBodyParts(int itemID, int addPart){
|
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//if there is something to update
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if (addPart != -1){
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vcSharedLogLevel:
|
||||
value: 0d5e400f0650
|
||||
flags: 0
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user