mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-28 05:14:04 -05:00
-edited animation a little--consistently stops animation when player
stops moving
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@@ -204,8 +204,9 @@ public class dPlayerMovement : NetworkBehaviour
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if(animator != null) animator.SetBool("isRunning", true);
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}
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//if low enough movement from player (this will be still at this value) stop animation
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else if (driftVel.magnitude < .510f)
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else if (driftVel.magnitude < .05f)
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{
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driftVel = Vector3.zero;
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if(animator != null) animator.SetBool("isRunning", false);
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}
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@@ -523,7 +524,14 @@ public class dPlayerMovement : NetworkBehaviour
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originalTraction = pStats.Traction;
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this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
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isSliding = true;
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moveController.height = 1.0f;
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//if it can't find the animator (capsul prefab)
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if (GetComponent<Animator>() == null){
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moveController.height = 1.0f;
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}
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//if the regular model
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else {
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moveController.height *= .5f;
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}
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pStats.Traction = 0.01f;
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}
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@@ -540,7 +548,16 @@ public class dPlayerMovement : NetworkBehaviour
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{
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this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
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isSliding = false;
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moveController.height = 2.0f;
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//if it can't find the animator (capsul prefab)
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if (GetComponent<Animator>() == null)
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{
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moveController.height = 2.0f;
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}
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//if the regular model
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else
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{
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moveController.height *= 2.0f;
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}
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pStats.Traction = originalTraction;
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}
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else{
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@@ -523,39 +523,63 @@ public class PlayerMovement : NetworkBehaviour
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return ragTime;
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}
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//Slide Function
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private void Slide(){
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private void Slide()
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{
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//if the q button or the east face button on gamepad is held down
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if (Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) {
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if (Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q))
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{
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qDown = true;
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if (isSliding == false){
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if (isSliding == false)
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{
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originalTraction = pStats.Traction;
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this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
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isSliding = true;
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moveController.height = 1.0f;
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//if it can't find the animator (capsul prefab)
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if (GetComponent<Animator>() == null)
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{
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moveController.height = 1.0f;
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}
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//if the regular model
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else
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{
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moveController.height *= .5f;
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}
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pStats.Traction = 0.01f;
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}
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transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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pStats.Traction += .004f;
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}
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else{
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else
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{
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qDown = false;
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}
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//NOTE: potentialy change this to only allow player back up if there is nothing above them
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if (qDown == false && isSliding == true) {
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if (qDown == false && isSliding == true)
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{
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//if nothing is above the object, stop sliding
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if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
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{
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this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
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isSliding = false;
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moveController.height = 2.0f;
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//if it can't find the animator (capsul prefab)
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if (GetComponent<Animator>() == null)
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{
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moveController.height = 2.0f;
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}
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//if the regular model
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else
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{
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moveController.height *= 2.0f;
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}
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pStats.Traction = originalTraction;
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}
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else{
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else
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{
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Debug.Log("Object above you");
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}
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}
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}
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