Merge branch 'crunchySprint' into main

This commit is contained in:
Evan Nydahl
2021-12-10 18:08:17 -06:00
19 changed files with 10830 additions and 5465 deletions

View File

@@ -527,7 +527,14 @@ public class dPlayerMovement : NetworkBehaviour
originalTraction = pStats.Traction;
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
isSliding = true;
moveController.height = 1.0f;
//if it can't find the animator (capsul prefab)
if (GetComponent<Animator>() == null){
moveController.height = 1.0f;
}
//if the regular model
else {
moveController.height *= .5f;
}
pStats.Traction = 0.01f;
}
@@ -544,7 +551,16 @@ public class dPlayerMovement : NetworkBehaviour
{
this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
isSliding = false;
moveController.height = 2.0f;
//if it can't find the animator (capsul prefab)
if (GetComponent<Animator>() == null)
{
moveController.height = 2.0f;
}
//if the regular model
else
{
moveController.height *= 2.0f;
}
pStats.Traction = originalTraction;
}
else{

View File

@@ -523,39 +523,63 @@ public class PlayerMovement : NetworkBehaviour
return ragTime;
}
//Slide Function
private void Slide(){
private void Slide()
{
//if the q button or the east face button on gamepad is held down
if (Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) {
if (Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q))
{
qDown = true;
if (isSliding == false){
if (isSliding == false)
{
originalTraction = pStats.Traction;
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
isSliding = true;
moveController.height = 1.0f;
//if it can't find the animator (capsul prefab)
if (GetComponent<Animator>() == null)
{
moveController.height = 1.0f;
}
//if the regular model
else
{
moveController.height *= .5f;
}
pStats.Traction = 0.01f;
}
transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
pStats.Traction += .004f;
}
else{
else
{
qDown = false;
}
//NOTE: potentialy change this to only allow player back up if there is nothing above them
if (qDown == false && isSliding == true) {
if (qDown == false && isSliding == true)
{
//if nothing is above the object, stop sliding
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
{
this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
isSliding = false;
moveController.height = 2.0f;
//if it can't find the animator (capsul prefab)
if (GetComponent<Animator>() == null)
{
moveController.height = 2.0f;
}
//if the regular model
else
{
moveController.height *= 2.0f;
}
pStats.Traction = originalTraction;
}
else{
else
{
Debug.Log("Object above you");
}
}
}