slide no longer rotates player

this means that currently the model doesn't rotate but that will be
rectified once we have the animations
This commit is contained in:
Melbyj1125
2022-02-23 00:00:43 -06:00
parent 5b18d2845c
commit 65a7008d24
18 changed files with 134 additions and 105 deletions

View File

@@ -24,7 +24,7 @@ public class dMoveRagdollState : dMoveBaseState
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
mSM.pStats.GravVel = 50; // resets gravVel
mSM.pStats.GravVel = 60; // resets gravVel
mSM.capCol.enabled = false; // disable capsule collider
mSM.moveController.enabled = true; // enable move controller
mSM.rB.isKinematic = true; // enable kinematic

View File

@@ -7,14 +7,17 @@ public class dMoveCrouchState : dMoveBaseState
//Slide Variables
RaycastHit slideRay; // slide raycast
int layerMask;
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
//if not coming from slide state then rotate player and adjust height
if(previousState != mSM.SlideState){
mSM.pStats.CurVel = 0;
mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.localEulerAngles.x - 90, mSM.transform.localEulerAngles.y, mSM.transform.localEulerAngles.z);
mSM.moveController.height *= .5f;
mSM.moveController.Move(new Vector3(0,-mSM.moveController.height * .5f,0));
layerMask = 1 << 3;
layerMask = ~layerMask;
}
}
@@ -30,30 +33,34 @@ public class dMoveCrouchState : dMoveBaseState
}
public override void UpdateState(dMoveStateManager mSM){
}
public override void FixedUpdateState(dMoveStateManager mSM){
mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
//If player isn't pressing either Q or the joystick button they stop crouching if nothing is above them
if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
if ((Physics.Raycast(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up, out slideRay, 2f, layerMask) == false)){
mSM.SwitchState(mSM.IdleState);
}
else{
Debug.Log("Object above you");
Debug.Log(slideRay.collider.name);
}
}
//Debug.DrawRay(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up * 2f, Color.red);
/*
//If falling stop sliding and go to wasd states
if(mSM.aSM.currentState == mSM.aSM.FallingState){
ExitCrouchState(mSM);
mSM.SwitchState(mSM.IdleState);
}
*/
}
public override void FixedUpdateState(dMoveStateManager mSM){
mSM.transform.Rotate(Vector3.up * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
mSM.SlideMovement();
}
}

View File

@@ -7,15 +7,18 @@ public class dMoveSlideState : dMoveBaseState
//Slide Variables
float originalTraction; // Traction before slide started
RaycastHit slideRay; // slide raycast
int layerMask;
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
//Rotate player and adjust height and adjust traction
mSM.pStats.CurVel = 0;
originalTraction = mSM.pStats.Traction;
mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.eulerAngles.x - 90, mSM.transform.eulerAngles.y, mSM.transform.eulerAngles.z);
mSM.moveController.height *= .5f;
mSM.pStats.Traction = 0.01f;
mSM.moveController.Move(new Vector3(0,-0.1f,0));
layerMask = 1 << 3;
layerMask = ~layerMask;
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
@@ -41,19 +44,12 @@ public class dMoveSlideState : dMoveBaseState
mSM.SwitchState(mSM.CrouchState);
}
}
public override void FixedUpdateState(dMoveStateManager mSM){
//counter rotates player so they don't rotate when camera is turned
mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
//steadily increase traction
mSM.pStats.Traction += .004f;
///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
//If player isn't pressing either Q or the joystick button they stop sliding if nothing is above them
if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
if ((Physics.Raycast(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up, out slideRay, 2f, layerMask) == false)){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
@@ -67,30 +63,36 @@ public class dMoveSlideState : dMoveBaseState
}
}
else{
Debug.Log("Object above you");
Debug.Log(slideRay.collider.name);
}
}
//Debug.DrawRay(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up * 2f, Color.red);
/*
//If falling stop sliding and go to wasd states
if(mSM.aSM.currentState == mSM.aSM.FallingState){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.WalkState);
}
else if(mSM.calculatedCurVel < mSM.runLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.JogState);
}
else{
SlideToMoveState(mSM);
mSM.SwitchState(mSM.RunState);
}
}
*/
}
public override void FixedUpdateState(dMoveStateManager mSM){
//counter rotates player so they don't rotate when camera is turned
mSM.transform.Rotate(Vector3.up * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
//actual slide movement
mSM.SlideMovement();
}

View File

@@ -60,9 +60,6 @@ public class dMoveStateManager : NetworkBehaviour
public Vector3 driftVel; // Lerped Movement Vector
public float calculatedCurVel; // calculated current vel using driftVel
//Slide Variables
public Vector3 slideUp; // Slide upwards direction
//Camera Variables
private Vector3 camRotation; // cameras camera rotation vector
[Range(-45, -15)]
@@ -104,7 +101,6 @@ public class dMoveStateManager : NetworkBehaviour
currentState.EnterState(this, previousState);
//Slide Upwards Variable
slideUp = GetComponentInParent<Transform>().up; // get parents up direction
distToGround = GetComponent<Collider>().bounds.extents.y; // set players distance to ground
//if (!IsLocalPlayer) { return; }
@@ -220,6 +216,11 @@ public class dMoveStateManager : NetworkBehaviour
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
//need to have move controller involved for correct movement
if(currentState == CrouchState){
driftVel = Vector3.zero;
}
//Actually move he player
moveController.Move(driftVel);
}