-edited animation a little--consistently stops animation when player

stops moving
This commit is contained in:
Evan Nydahl
2021-12-10 16:41:48 -06:00
parent a5da0f2017
commit 66b72a797e
17 changed files with 5566 additions and 5472 deletions

View File

@@ -204,8 +204,9 @@ public class dPlayerMovement : NetworkBehaviour
if(animator != null) animator.SetBool("isRunning", true);
}
//if low enough movement from player (this will be still at this value) stop animation
else if (driftVel.magnitude < .510f)
else if (driftVel.magnitude < .05f)
{
driftVel = Vector3.zero;
if(animator != null) animator.SetBool("isRunning", false);
}
@@ -523,7 +524,14 @@ 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;
}
@@ -540,7 +548,16 @@ 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{