Grapple Finally Feels Satisfactory

This commit is contained in:
Melbyj1125
2022-04-27 01:42:29 -05:00
parent c5bbdd1c77
commit 6560a303d5
7 changed files with 454 additions and 65 deletions

View File

@@ -10,8 +10,9 @@ public class dAerialGrappleAirState : dAerialBaseState
float distanceBeneathHook;
float distanceAfterHook;
Vector3 desiredPosition;
Vector3 playerOffset;
Vector3 lastPos;
Vector3 tempForceDir;
Vector3 updatedYHookPoint;
bool pointReached;
bool handReached = false;
@@ -22,27 +23,17 @@ public class dAerialGrappleAirState : dAerialBaseState
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
distanceBeneathHook = -2f;
distanceBeneathHook = -10f;
distanceAfterHook = 8f;
pointReached = false;
initialForcePower = 100;
initialForcePower = 120;
//refresh jump number
aSM.curJumpNum = 0;
aSM.release = false;
Vector3 updatedYHookPoint = new Vector3(aSM.hookPoint.transform.position.x, aSM.hookPoint.transform.position.y - distanceBeneathHook, aSM.hookPoint.transform.position.z);
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;
desiredPosition = updatedYHookPoint + (updatedXHookPointDirection * -distanceAfterHook);
//rope length limit
initialForceDirection = desiredPosition - aSM.transform.position;
initialForceDirection = initialForceDirection.normalized;
aSM.postForceDirection = new Vector3(initialForceDirection.x, 0, initialForceDirection.z).normalized;
updatedYHookPoint = new Vector3(aSM.hookPoint.transform.position.x, aSM.hookPoint.transform.position.y - distanceBeneathHook, aSM.hookPoint.transform.position.z);
aSM.currentForcePower = initialForcePower;
lastPos = aSM.transform.position;
handReached = false;
}
@@ -81,21 +72,11 @@ public class dAerialGrappleAirState : dAerialBaseState
}
public override void FixedUpdateState(dAerialStateManager aSM){
playerOffset = aSM.transform.position - lastPos;
lastPos = aSM.transform.position;
////////ADD A LINE RENDERER WHEN WE GET THE HAND MODEL
//Draw Line between player and hookpoint for debug purposes
Debug.DrawRay(aSM.transform.position, initialForceDirection); //Visual of line
Vector3 tempForceDir = desiredPosition - aSM.transform.position;
tempForceDir = tempForceDir.normalized;
tempForceDir = new Vector3(tempForceDir.x,0,tempForceDir.z).normalized;
if((aSM.postForceDirection - tempForceDir).magnitude >= .1f && !pointReached){
pointReached = true;
}
//Apply default gravity
if(!handReached){
ThrowStickyHand(aSM);
@@ -106,6 +87,14 @@ public class dAerialGrappleAirState : dAerialBaseState
aSM.moveController.Move(initialForceDirection * initialForcePower * Time.deltaTime);
aSM.GravityCalculation(0);
aSM.pStats.GravVel = 0;
tempForceDir = desiredPosition - aSM.transform.position;
tempForceDir = tempForceDir.normalized;
tempForceDir = new Vector3(tempForceDir.x,0,tempForceDir.z).normalized;
if((aSM.postForceDirection - tempForceDir).magnitude >= .1f && !pointReached){
pointReached = true;
}
}
else{
//currentForcePower;
@@ -131,8 +120,17 @@ public class dAerialGrappleAirState : dAerialBaseState
Vector3 throwDir = (aSM.hookPoint.transform.position - aSM.stickyHandParent.transform.position).normalized;
aSM.stickyHandParent.GetComponent<CharacterController>().Move(throwDir * 80 * Time.deltaTime);
aSM.stickyHandParent.GetComponent<CharacterController>().Move(throwDir * 120 * Time.deltaTime);
if(Vector3.Distance(aSM.hookPoint.transform.position, aSM.stickyHandParent.transform.position) <= 3f){
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;
desiredPosition = updatedYHookPoint + (updatedXHookPointDirection * -distanceAfterHook);
//rope length limit
initialForceDirection = desiredPosition - aSM.transform.position;
initialForceDirection = initialForceDirection.normalized;
aSM.postForceDirection = new Vector3(initialForceDirection.x, 0, initialForceDirection.z).normalized;
handReached = true;
}
}