mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-07-01 00:40:23 -05:00
Merge branch 'MelbySprint5-2'
This commit is contained in:
commit
6b893f8a77
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@ -4,16 +4,17 @@ using UnityEngine;
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public class Bumper : MonoBehaviour {
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public float bumpPower = 30;
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// Is called whenever something collides with the bumper
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void OnTriggerEnter(Collider other) {
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Debug.Log("Bump!");
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if (other.tag == "Player") {//Checks if the other object is the player
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Debug.Log("doing thing");
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float DirBumpX = other.GetComponent<dPlayerMovement>().vel.x * -1;//Inverts the Player Velocity x
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float DirBumpZ = other.GetComponent<dPlayerMovement>().vel.z * -1;//Inverts the Player Velocity y
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Vector3 DirBump = new Vector3(DirBumpX, .01f, DirBumpZ);//Creates a direction to launch the player
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void OnTriggerEnter(Collider objectHit) {
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if (objectHit.tag == "Player") {//Checks if the other object is the player
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dPlayerMovement playerMovement = objectHit.GetComponent<dPlayerMovement>();
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float DirBumpX = playerMovement.vel.x * -1;//Inverts the Player Velocity x
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float DirBumpZ = playerMovement.vel.z * -1;//Inverts the Player Velocity y
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Vector3 DirBump = new Vector3(DirBumpX, .1f, DirBumpZ);//Creates a direction to launch the player
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DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction
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other.GetComponent<dPlayerMovement>().GetHit(DirBump, 50); //Launches tthe player directly away from the bumper
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playerMovement.GetHit(DirBump, bumpPower); //Launches tthe player directly away from the bumper
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}
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}
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}
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|
|
|||
|
|
@ -16,13 +16,19 @@ public class dDash : NetworkBehaviour{
|
|||
float dashSpeed = 12;
|
||||
|
||||
CharacterController characterController;
|
||||
dPlayerMovement pMove;
|
||||
|
||||
void Start(){
|
||||
characterController = this.gameObject.GetComponent<CharacterController>();
|
||||
pMove = GetComponent<dPlayerMovement>();
|
||||
}
|
||||
|
||||
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
|
||||
void FixedUpdate(){
|
||||
if(pMove.pStats.HasDash) Dash();
|
||||
}
|
||||
|
||||
void Dash(){
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if(characterController.enabled == true){
|
||||
if (Input.GetKeyDown(KeyCode.E) && isOnCoolDown == false)
|
||||
|
|
|
|||
|
|
@ -84,9 +84,9 @@ public class dGrapplingHook : NetworkBehaviour
|
|||
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength)
|
||||
{
|
||||
//Impact Based
|
||||
playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav);
|
||||
//playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav*2);
|
||||
//Character controller move?
|
||||
//movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength*Time.deltaTime);
|
||||
movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength * 10 *Time.deltaTime);
|
||||
//Lerp? or another smoother way? Better physics? Wait until refinement to deal with
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -112,13 +112,11 @@ public class dWallRun : NetworkBehaviour
|
|||
{
|
||||
elapsedTimeSinceWallDetatch = 0;
|
||||
elapsedTimeSinceWallAttach += Time.deltaTime;
|
||||
playerMovementController.AddPlayerVelocity((Vector3.down * wallGravityDownForce * Time.deltaTime));
|
||||
}
|
||||
else
|
||||
{
|
||||
elapsedTimeSinceWallAttach = 0;
|
||||
elapsedTimeSinceWallDetatch += Time.deltaTime;
|
||||
playerMovementController.AddPlayerVelocity((Vector3.down * playerMovementController.pStats.PlayerGrav * Time.deltaTime));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -18,6 +18,7 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
private Vector3 moveZ;
|
||||
private Vector3 moveX;
|
||||
private Vector3 driftVel;
|
||||
private Vector3 lerpY;
|
||||
|
||||
//Player prefab
|
||||
private GameObject parentObj;
|
||||
|
|
@ -26,12 +27,19 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
private CharacterController moveController;
|
||||
|
||||
//Jump value
|
||||
public int curJumpNum;
|
||||
private bool jumpPressed;
|
||||
public int curJumpNum; // current Jumps used
|
||||
private bool jumpHeld; // Is jump being held
|
||||
float coyJumpTimer = 0.1f; // Default Coyote Jump time
|
||||
float curCoyJumpTimer; // current Coyote Jump time
|
||||
public float lowJumpMultiplier; // Short jump multiplier
|
||||
public float fallMultiplier; // High Jump Multiplier
|
||||
private float g = 0; // the y velocity
|
||||
|
||||
//Glide Values
|
||||
bool tempSet = false;
|
||||
float tempTraction = 0.0f;
|
||||
|
||||
//Jump physics
|
||||
//Impact physics
|
||||
private float mass = 5.0F; // defines the character mass
|
||||
private Vector3 impact = Vector3.zero;
|
||||
private float distToGround;
|
||||
|
|
@ -49,7 +57,6 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
private RaycastHit groundHit;
|
||||
|
||||
//Camera Variables
|
||||
private LayerMask ignoreP;
|
||||
private Vector3 camRotation;
|
||||
public Camera cam;
|
||||
|
||||
|
|
@ -87,21 +94,24 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
|
||||
void Awake()
|
||||
{
|
||||
//Initialize Components
|
||||
moveController = GetComponent<CharacterController>();
|
||||
rB = GetComponent<Rigidbody>();
|
||||
capCol = GetComponent<CapsuleCollider>();
|
||||
pStats = GetComponent<PlayerStats>();
|
||||
//Initialize Player Components
|
||||
moveController = GetComponent<CharacterController>(); // Character Controller
|
||||
rB = GetComponent<Rigidbody>(); //Rigid Body
|
||||
capCol = GetComponent<CapsuleCollider>(); // Capsule Collider
|
||||
capCol.enabled = false;
|
||||
parentObj = transform.parent.gameObject;
|
||||
animator = GetComponent<Animator>();
|
||||
|
||||
capCol.enabled = false;
|
||||
//Wallrun
|
||||
wallRun = gameObject.GetComponent<dWallRun>();
|
||||
//Initialize Scripts
|
||||
pStats = GetComponent<PlayerStats>(); // PlayerStats
|
||||
wallRun = GetComponent<dWallRun>(); //Wallrun
|
||||
blink = GetComponent<dBlink>(); //Blink
|
||||
|
||||
blink = gameObject.GetComponent<dBlink>();
|
||||
//Get parents up direction
|
||||
up = GetComponentInParent<Transform>().up;
|
||||
|
||||
up = this.gameObject.GetComponentInParent<Transform>().up;
|
||||
//Coyote Timer Initialization
|
||||
curCoyJumpTimer = coyJumpTimer;
|
||||
}
|
||||
|
||||
void Start()
|
||||
|
|
@ -126,58 +136,34 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
// Otherwise we let the server handle moving us
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
|
||||
//Controls for camera
|
||||
if(cam.enabled){
|
||||
Rotation();
|
||||
}
|
||||
if(cam.enabled) Rotation();
|
||||
else Debug.Log("Cam Disabled");
|
||||
|
||||
|
||||
//Allow Movement when moveController is enabled
|
||||
if(moveController.enabled == true){
|
||||
|
||||
//input controls for movement
|
||||
InputController();
|
||||
|
||||
//if suffiecient impact magnitude is applied then move player
|
||||
//if suffiecient impact magnitude is applied then move player
|
||||
if (impact.magnitude > 0.2F) moveController.Move(impact * Time.deltaTime);
|
||||
|
||||
// consumes the impact energy each cycle:
|
||||
impact = Vector3.Lerp(impact, Vector3.zero, 5*Time.deltaTime);
|
||||
}
|
||||
else{
|
||||
|
||||
if (RagdollTimer() == 0){
|
||||
|
||||
//If Character controller is disabled use rigidbody calculations
|
||||
else{
|
||||
//if ragdoll timer is over disable ragdolling
|
||||
if (RagdollTimer() == 0){
|
||||
firstHit = false;
|
||||
DisableRagdoll();
|
||||
}
|
||||
|
||||
//Gravity without moveController
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
rB.AddForce(new Vector3(0,vel.y,0));
|
||||
|
||||
//Debug.LogWarning("MoveController is either Disabled or wasn't retrieved correctly");
|
||||
g -= pStats.PlayerGrav * Time.deltaTime;
|
||||
rB.AddForce(new Vector3(0,g,0));
|
||||
}
|
||||
|
||||
//TEMP FOR TESTING RAGDOLL
|
||||
//Right Click to ragdoll the player
|
||||
// if (Input.GetMouseButton(1) && heldDown == false){
|
||||
// getHit(new Vector3(vel.x, 0, vel.z), 30);
|
||||
// heldDown = true;
|
||||
// }
|
||||
// if(!Input.GetMouseButton(1)){
|
||||
// heldDown = false;
|
||||
// }
|
||||
|
||||
if(pStats.HasBlink == true){
|
||||
blink.BlinkMove();
|
||||
}
|
||||
|
||||
//TEMP FOR TESTING
|
||||
//Checks if player should respawn
|
||||
//Respawn();
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -190,7 +176,6 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
GroundCheck();
|
||||
|
||||
//Keyboard inputs
|
||||
|
||||
//Checks if movement keys have been pressed and calculates correct vector
|
||||
moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * PlayerSpeed();
|
||||
moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * PlayerSpeed();
|
||||
|
|
@ -198,15 +183,14 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
//Adds vectors based on movement keys and other conditions to check what the
|
||||
//player vector should be under the circumstances
|
||||
vel = moveX + moveZ;
|
||||
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
|
||||
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
|
||||
|
||||
//Gravity
|
||||
Gravity();
|
||||
|
||||
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction * Time.deltaTime);
|
||||
|
||||
//Moving outside basic wasd
|
||||
//Jump Function
|
||||
//Gravity and Jump calculations
|
||||
UpdateGravity();
|
||||
Jump();
|
||||
Vector3 moveY = new Vector3(0,g,0);
|
||||
|
||||
//Slide Function
|
||||
Slide();
|
||||
|
||||
|
|
@ -225,7 +209,7 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
}
|
||||
|
||||
//Move Player
|
||||
moveController.Move(driftVel);
|
||||
moveController.Move(driftVel + (moveY * Time.deltaTime));
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -264,9 +248,9 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
//Apply Impact for when force needs to be applied without ragdolling
|
||||
public void AddImpact(Vector3 dir, float force)
|
||||
{
|
||||
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
//Normalize direction multiply by force and add it to the impact
|
||||
dir.Normalize();
|
||||
if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground
|
||||
impact += dir.normalized * force / mass;
|
||||
|
|
@ -278,82 +262,102 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
private void Jump()
|
||||
{
|
||||
//If space/south gamepad button is pressed apply an upwards force to the player
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
|
||||
{
|
||||
if(wallRun.IsWallRunning()){
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 1.3f);
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 20f);
|
||||
g = pStats.JumpPow;
|
||||
}
|
||||
|
||||
else{
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
g = pStats.JumpPow;
|
||||
}
|
||||
|
||||
curJumpNum++;
|
||||
jumpPressed = true;
|
||||
jumpHeld = true;
|
||||
}
|
||||
|
||||
//Last time Jumped
|
||||
lastTimeJumped = Time.time;
|
||||
|
||||
//If grounded no jumps have been used
|
||||
if(isGrounded){
|
||||
curJumpNum = 0;
|
||||
}
|
||||
//If grounded no jumps have been used and coyote Timer is refreshed
|
||||
if(isGrounded && g == 0){
|
||||
curCoyJumpTimer = coyJumpTimer;
|
||||
curJumpNum = 0;
|
||||
}
|
||||
//else start the coyote timer
|
||||
else curCoyJumpTimer -= Time.deltaTime;
|
||||
|
||||
//if jump is being held coyote timer is zero
|
||||
if(jumpHeld) curCoyJumpTimer = 0;
|
||||
|
||||
//If space/south face gamepad button isn't being pressed then jump is false
|
||||
if (Input.GetAxis("Jump") == 0) jumpPressed = false;
|
||||
if (Input.GetAxis("Jump") == 0){
|
||||
jumpHeld = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//PlayerScript
|
||||
//Get and update PlayerValues for other scripts
|
||||
//Get jumpHeld
|
||||
public bool GetJumpPressed(){
|
||||
return jumpPressed;
|
||||
return jumpHeld;
|
||||
}
|
||||
|
||||
//Get player cam
|
||||
public Camera GetPlayerCamera()
|
||||
{
|
||||
return cam;
|
||||
}
|
||||
|
||||
//Update Player Velocity
|
||||
public void AddPlayerVelocity(Vector3 additiveVelocity)
|
||||
{
|
||||
vel += additiveVelocity;
|
||||
}
|
||||
|
||||
//Set Player Velocity
|
||||
public void SetPlayerVelocity(Vector3 newVelocity)
|
||||
{
|
||||
vel = newVelocity;
|
||||
}
|
||||
|
||||
//Reduce player Jump
|
||||
public void decrementCurrentJumpNumber()
|
||||
{
|
||||
curJumpNum--;
|
||||
}
|
||||
|
||||
|
||||
//Camera and Player Rotation
|
||||
|
||||
//Camera and player rotation
|
||||
private void Rotation()
|
||||
{
|
||||
//if input is received from Mouse X
|
||||
if (Input.GetAxis("Mouse X") != 0)
|
||||
{
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
}
|
||||
//if input is received from right analog stick (horizontal)
|
||||
else if (Input.GetAxis("HorizontalCam") != 0)
|
||||
{
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("HorizontalCam"));
|
||||
}
|
||||
//If moveController is enabled allow Camera control
|
||||
if(moveController.enabled){
|
||||
//if input is received from Mouse X
|
||||
if (Input.GetAxis("Mouse X") != 0){
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
}
|
||||
|
||||
//if input is if input is received from Mouse Y
|
||||
if (Input.GetAxis("Mouse Y") != 0)
|
||||
{
|
||||
camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
//if input is received from right analog stick (vertical)
|
||||
else if (Input.GetAxis("VerticalTurn") != 0)
|
||||
{
|
||||
camRotation.x -= Input.GetAxis("VerticalTurn") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
//if input is received from right analog stick (horizontal)
|
||||
else if(Input.GetAxis("HorizontalCam") != 0){
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("HorizontalCam"));
|
||||
}
|
||||
|
||||
//if input is if input is received from Mouse Y
|
||||
if (Input.GetAxis("Mouse Y") != 0)
|
||||
{
|
||||
camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
|
||||
//if input is received from right analog stick (vertical)
|
||||
else if (Input.GetAxis("VerticalTurn") != 0){
|
||||
camRotation.x -= Input.GetAxis("VerticalTurn") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -363,7 +367,7 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
//Respawns player if they fall below a certain point
|
||||
private void Respawn()
|
||||
{
|
||||
if (transform.position.y < -1)
|
||||
if (transform.position.y < -5)
|
||||
{
|
||||
transform.position = new Vector3(1f, 3f, 1f);
|
||||
}
|
||||
|
|
@ -371,35 +375,71 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
|
||||
|
||||
|
||||
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
|
||||
private void Gravity(){
|
||||
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
|
||||
private void UpdateGravity(){
|
||||
|
||||
//Gliding
|
||||
if(jumpPressed && pStats.HasGlider){
|
||||
|
||||
vel.y -= (pStats.PlayerGrav-18) * Time.deltaTime;
|
||||
if(pStats.HasGlider && g < 0 && jumpHeld){
|
||||
//Gravity with glider
|
||||
GravityCalculation(10);
|
||||
|
||||
//Set temp values to put traction back to normal
|
||||
if(tempSet == false){
|
||||
tempTraction = pStats.Traction;
|
||||
pStats.Traction = 1.0f;
|
||||
tempSet = true;
|
||||
}
|
||||
}
|
||||
else if(!jumpPressed && pStats.HasGlider){
|
||||
|
||||
//Wallrunning
|
||||
else if (pStats.HasWallrun) {
|
||||
//Run wall run script
|
||||
wallRun.WallRunRoutine();
|
||||
|
||||
//if wallrunning apply different gravity
|
||||
if(wallRun.IsWallRunning()){
|
||||
GravityCalculation(4);
|
||||
}
|
||||
|
||||
//Normal gravity if not wallrunning
|
||||
else{
|
||||
GravityCalculation(pStats.PlayerGrav);
|
||||
}
|
||||
}
|
||||
|
||||
else{
|
||||
|
||||
//if temporary values have been set restore them back to the normal values
|
||||
if(tempSet == true){
|
||||
pStats.Traction = tempTraction;
|
||||
tempSet = false;
|
||||
}
|
||||
|
||||
//Normal Gravity
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
//Normal gravity
|
||||
GravityCalculation(pStats.PlayerGrav);
|
||||
}
|
||||
}
|
||||
|
||||
//Uses Given gravity to apply a downwards force while allowing coyote Jump and short hops
|
||||
private void GravityCalculation(float grav){
|
||||
//apply slight upwards force for jump smoothing when g < 0
|
||||
if(g < 0){
|
||||
g += grav * (fallMultiplier - 1) * Time.deltaTime;
|
||||
}
|
||||
|
||||
//Wallrunning
|
||||
else if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
|
||||
//apply smaller upwards force if jump is released early when jumping creating a short jump
|
||||
else if (g > 0 && !Input.GetButton("Jump")){
|
||||
g += grav * (lowJumpMultiplier - 1) * Time.deltaTime;
|
||||
}
|
||||
|
||||
//apply gravity if not grounded and coyote timer is less than 0
|
||||
if(isGrounded == false && curCoyJumpTimer <= 0){
|
||||
g -= grav * Time.deltaTime;
|
||||
}
|
||||
|
||||
//else don't apply gravity
|
||||
else{
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
g = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -409,10 +449,12 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
{
|
||||
// Make sure that the ground check distance while already in air is very small, to prevent suddenly snapping to ground
|
||||
float chosenGroundCheckDistance = isGrounded ? (moveController.skinWidth + groundCheckDistance) : groundCheckDistanceInAir;
|
||||
|
||||
// reset values before the ground check
|
||||
isGrounded = false;
|
||||
groundRay = new Ray(moveController.transform.position, Vector3.down);
|
||||
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance)) //&& Time.time >= lastTimeJumped + jumpGroundingPreventionTime) // only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping
|
||||
|
||||
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpHeld ) //&& Time.time >= lastTimeJumped + jumpGroundingPreventionTime) // only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping
|
||||
{
|
||||
// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
|
||||
if (Vector3.Dot(groundHit.normal, transform.up) > 0f)
|
||||
|
|
@ -484,6 +526,7 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
pStats.Traction = 0.01f;
|
||||
|
||||
}
|
||||
transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
pStats.Traction += .004f;
|
||||
}
|
||||
else{
|
||||
|
|
@ -491,20 +534,40 @@ public class dPlayerMovement : NetworkBehaviour
|
|||
}
|
||||
//NOTE: potentialy change this to only allow player back up if there is nothing above them
|
||||
if (qDown == false && isSliding == true) {
|
||||
//if nothing is above the object, stop slidding
|
||||
//if nothing is above the object, stop sliding
|
||||
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
|
||||
{
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x + 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
|
||||
isSliding = false;
|
||||
moveController.height = 2.0f;
|
||||
pStats.Traction = originalTraction;
|
||||
|
||||
}
|
||||
else{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void CancelMomentum()
|
||||
{
|
||||
pStats.CurVel = 0;
|
||||
vel = Vector3.zero;
|
||||
moveX = Vector3.zero;
|
||||
moveZ = Vector3.zero;
|
||||
moveController.enabled = false;
|
||||
}
|
||||
|
||||
private IEnumerator RespawnTimer()
|
||||
{
|
||||
float duration = 2f;
|
||||
float normalizedTime = 0;
|
||||
while (normalizedTime <= 1f)
|
||||
{
|
||||
normalizedTime += Time.deltaTime / duration;
|
||||
yield return null;
|
||||
}
|
||||
moveController.enabled = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -32,7 +32,7 @@ public class GrapplingHook : NetworkBehaviour
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if (!IsLocalPlayer) { return; }
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
|
||||
{
|
||||
|
|
|
|||
|
|
@ -112,13 +112,11 @@ public class WallRun : NetworkBehaviour
|
|||
{
|
||||
elapsedTimeSinceWallDetatch = 0;
|
||||
elapsedTimeSinceWallAttach += Time.deltaTime;
|
||||
playerMovementController.AddPlayerVelocity((Vector3.down * wallGravityDownForce * Time.deltaTime));
|
||||
}
|
||||
else
|
||||
{
|
||||
elapsedTimeSinceWallAttach = 0;
|
||||
elapsedTimeSinceWallDetatch += Time.deltaTime;
|
||||
playerMovementController.AddPlayerVelocity((Vector3.down * playerMovementController.pStats.PlayerGrav * Time.deltaTime));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ MonoBehaviour:
|
|||
minVelM: 0
|
||||
curVelM: 0
|
||||
accM: 0
|
||||
jumpPowM: 100
|
||||
jumpPowM: 10
|
||||
jumpNumM: 0
|
||||
tractionM: 0
|
||||
kickPowM: 0
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ MonoBehaviour:
|
|||
minVelM: 0
|
||||
curVelM: 0
|
||||
accM: 0
|
||||
jumpPowM: -50
|
||||
jumpPowM: -5
|
||||
jumpNumM: 1
|
||||
tractionM: 0
|
||||
kickPowM: 0
|
||||
|
|
|
|||
|
|
@ -18,6 +18,7 @@ public class PlayerMovement : NetworkBehaviour
|
|||
private Vector3 moveZ;
|
||||
private Vector3 moveX;
|
||||
private Vector3 driftVel;
|
||||
private Vector3 lerpY;
|
||||
|
||||
//Player prefab
|
||||
private GameObject parentObj;
|
||||
|
|
@ -26,16 +27,24 @@ public class PlayerMovement : NetworkBehaviour
|
|||
private CharacterController moveController;
|
||||
|
||||
//Jump value
|
||||
public int curJumpNum;
|
||||
private bool jumpPressed;
|
||||
public int curJumpNum; // current Jumps used
|
||||
private bool jumpHeld; // Is jump being held
|
||||
float coyJumpTimer = 0.2f; // Default Coyote Jump time
|
||||
float curCoyJumpTimer; // current Coyote Jump time
|
||||
public float lowJumpMultiplier; // Short jump multiplier
|
||||
public float fallMultiplier; // High Jump Multiplier
|
||||
private float g = 0; // the y velocity
|
||||
|
||||
//Glide Values
|
||||
bool tempSet = false;
|
||||
float tempTraction = 0.0f;
|
||||
|
||||
//Jump physics
|
||||
//Impact physics
|
||||
private float mass = 5.0F; // defines the character mass
|
||||
private Vector3 impact = Vector3.zero;
|
||||
private float distToGround;
|
||||
|
||||
|
||||
//Wallrunning
|
||||
private WallRun wallRun;
|
||||
|
||||
|
|
@ -49,7 +58,6 @@ public class PlayerMovement : NetworkBehaviour
|
|||
private RaycastHit groundHit;
|
||||
|
||||
//Camera Variables
|
||||
private LayerMask ignoreP;
|
||||
private Vector3 camRotation;
|
||||
public Camera cam;
|
||||
|
||||
|
|
@ -78,25 +86,32 @@ public class PlayerMovement : NetworkBehaviour
|
|||
private Vector3 up;
|
||||
private bool qDown;
|
||||
|
||||
//Kick Variables
|
||||
//Blink
|
||||
private Blink blink;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
//Initialize Components
|
||||
moveController = GetComponent<CharacterController>();
|
||||
rB = GetComponent<Rigidbody>();
|
||||
capCol = GetComponent<CapsuleCollider>();
|
||||
pStats = GetComponent<PlayerStats>();
|
||||
parentObj = transform.parent.gameObject;
|
||||
|
||||
|
||||
|
||||
//Initialize Player Components
|
||||
moveController = GetComponent<CharacterController>(); // Character Controller
|
||||
rB = GetComponent<Rigidbody>(); //Rigid Body
|
||||
capCol = GetComponent<CapsuleCollider>(); // Capsule Collider
|
||||
capCol.enabled = false;
|
||||
//Wallrun
|
||||
wallRun = gameObject.GetComponent<WallRun>();
|
||||
up = this.gameObject.GetComponentInParent<Transform>().up;
|
||||
parentObj = transform.parent.gameObject;
|
||||
|
||||
//Initialize Scripts
|
||||
pStats = GetComponent<PlayerStats>(); // PlayerStats
|
||||
wallRun = GetComponent<WallRun>(); //Wallrun
|
||||
blink = GetComponent<Blink>(); //Blink
|
||||
|
||||
//Get parents up direction
|
||||
up = GetComponentInParent<Transform>().up;
|
||||
|
||||
//Coyote Timer Initialization
|
||||
curCoyJumpTimer = coyJumpTimer;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
distToGround = GetComponent<Collider>().bounds.extents.y;
|
||||
|
|
@ -111,6 +126,8 @@ public class PlayerMovement : NetworkBehaviour
|
|||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
{
|
||||
|
|
@ -118,46 +135,42 @@ public class PlayerMovement : NetworkBehaviour
|
|||
// Otherwise we let the server handle moving us
|
||||
if (!IsLocalPlayer) { return; }
|
||||
|
||||
|
||||
//Controls for camera
|
||||
if(cam.enabled){
|
||||
Rotation();
|
||||
}
|
||||
if(cam.enabled) Rotation();
|
||||
else Debug.Log("Cam Disabled");
|
||||
|
||||
|
||||
//Allow Movement when moveController is enabled
|
||||
if(moveController.enabled == true){
|
||||
|
||||
//input controls for movement
|
||||
InputController();
|
||||
|
||||
//if suffiecient impact magnitude is applied then move player
|
||||
//if suffiecient impact magnitude is applied then move player
|
||||
if (impact.magnitude > 0.2F) moveController.Move(impact * Time.deltaTime);
|
||||
|
||||
// consumes the impact energy each cycle:
|
||||
impact = Vector3.Lerp(impact, Vector3.zero, 5*Time.deltaTime);
|
||||
}
|
||||
else{
|
||||
|
||||
if (RagdollTimer() == 0){
|
||||
|
||||
//If Character controller is disabled use rigidbody calculations
|
||||
else{
|
||||
//if ragdoll timer is over disable ragdolling
|
||||
if (RagdollTimer() == 0){
|
||||
firstHit = false;
|
||||
DisableRagdoll();
|
||||
}
|
||||
|
||||
//Gravity without moveController
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
rB.AddForce(new Vector3(0,vel.y,0));
|
||||
|
||||
//Debug.LogWarning("MoveController is either Disabled or wasn't retrieved correctly");
|
||||
g -= pStats.PlayerGrav * Time.deltaTime;
|
||||
rB.AddForce(new Vector3(0,g,0));
|
||||
}
|
||||
|
||||
//TEMP FOR TESTING
|
||||
//Checks if player should respawn
|
||||
Respawn();
|
||||
//Respawn();
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Reads inputs and moves player
|
||||
private void InputController()
|
||||
{
|
||||
|
|
@ -165,7 +178,6 @@ public class PlayerMovement : NetworkBehaviour
|
|||
GroundCheck();
|
||||
|
||||
//Keyboard inputs
|
||||
|
||||
//Checks if movement keys have been pressed and calculates correct vector
|
||||
moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * PlayerSpeed();
|
||||
moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * PlayerSpeed();
|
||||
|
|
@ -173,23 +185,23 @@ public class PlayerMovement : NetworkBehaviour
|
|||
//Adds vectors based on movement keys and other conditions to check what the
|
||||
//player vector should be under the circumstances
|
||||
vel = moveX + moveZ;
|
||||
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
|
||||
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
|
||||
|
||||
//Gravity
|
||||
Gravity();
|
||||
|
||||
//Adds persisting momentum to player
|
||||
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction * Time.deltaTime);
|
||||
|
||||
//Moving outside basic wasd
|
||||
//Jump Function
|
||||
//Gravity and Jump calculations
|
||||
UpdateGravity();
|
||||
Jump();
|
||||
Vector3 moveY = new Vector3(0,g,0);
|
||||
|
||||
//Slide Function
|
||||
Slide();
|
||||
|
||||
|
||||
//Move Player
|
||||
moveController.Move(driftVel);
|
||||
moveController.Move(driftVel + (moveY * Time.deltaTime));
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Calculates speed current player needs to be going
|
||||
public float PlayerSpeed()
|
||||
{
|
||||
|
|
@ -199,18 +211,21 @@ public class PlayerMovement : NetworkBehaviour
|
|||
pStats.CurVel = 0.0f;
|
||||
return pStats.CurVel;
|
||||
}
|
||||
|
||||
//If current speed is below min when pressed set to minimum speed
|
||||
else if (pStats.CurVel < pStats.MinVel)
|
||||
{
|
||||
pStats.CurVel = pStats.MinVel;
|
||||
return pStats.MinVel;
|
||||
}
|
||||
|
||||
// while the speed is below max speed slowly increase it
|
||||
else if ((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel))
|
||||
{
|
||||
pStats.CurVel += pStats.Acc;
|
||||
return pStats.CurVel;
|
||||
}
|
||||
|
||||
//If the players speed is above or equal to max speed set speed to max
|
||||
else
|
||||
{
|
||||
|
|
@ -226,6 +241,7 @@ public class PlayerMovement : NetworkBehaviour
|
|||
{
|
||||
if (!IsLocalPlayer) { return; }
|
||||
|
||||
//Normalize direction multiply by force and add it to the impact
|
||||
dir.Normalize();
|
||||
if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground
|
||||
impact += dir.normalized * force / mass;
|
||||
|
|
@ -236,73 +252,86 @@ public class PlayerMovement : NetworkBehaviour
|
|||
//Jump Function
|
||||
private void Jump()
|
||||
{
|
||||
//If space is pressed apply an upwards force to the player
|
||||
if ((Input.GetAxis("Jump") != 0) && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
|
||||
//If space/south gamepad button is pressed apply an upwards force to the player
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
|
||||
{
|
||||
if(wallRun.IsWallRunning()){
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 1.3f);
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 20f);
|
||||
g = pStats.JumpPow;
|
||||
}
|
||||
|
||||
else{
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
g = pStats.JumpPow;
|
||||
}
|
||||
|
||||
curJumpNum++;
|
||||
jumpPressed = true;
|
||||
jumpHeld = true;
|
||||
}
|
||||
|
||||
//Last time Jumped
|
||||
lastTimeJumped = Time.time;
|
||||
|
||||
//If grounded no jumps have been used
|
||||
//If grounded no jumps have been used and coyote Timer is refreshed
|
||||
if(isGrounded){
|
||||
curJumpNum = 0;
|
||||
}
|
||||
curCoyJumpTimer = coyJumpTimer;
|
||||
curJumpNum = 0;
|
||||
}
|
||||
//else start the coyote timer
|
||||
else curCoyJumpTimer -= Time.deltaTime;
|
||||
|
||||
//If space isn't being pressed then jump is false
|
||||
if (Input.GetAxis("Jump") == 0) jumpPressed = false;
|
||||
//if jump is being held coyote timer is zero
|
||||
if(jumpHeld) curCoyJumpTimer = 0;
|
||||
|
||||
//If space/south face gamepad button isn't being pressed then jump is false
|
||||
if (Input.GetAxis("Jump") == 0){
|
||||
jumpHeld = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//PlayerScript
|
||||
//Get and update PlayerValues for other scripts
|
||||
//Get jumpHeld
|
||||
public bool GetJumpPressed(){
|
||||
return jumpPressed;
|
||||
return jumpHeld;
|
||||
}
|
||||
|
||||
//Get player cam
|
||||
public Camera GetPlayerCamera()
|
||||
{
|
||||
return cam;
|
||||
}
|
||||
|
||||
//Update Player Velocity
|
||||
public void AddPlayerVelocity(Vector3 additiveVelocity)
|
||||
{
|
||||
vel += additiveVelocity;
|
||||
}
|
||||
|
||||
//Set Player Velocity
|
||||
public void SetPlayerVelocity(Vector3 newVelocity)
|
||||
{
|
||||
vel = newVelocity;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Camera and Player Rotation
|
||||
//Reduce player Jump
|
||||
public void decrementCurrentJumpNumber()
|
||||
{
|
||||
curJumpNum--;
|
||||
}
|
||||
|
||||
//Camera
|
||||
|
||||
|
||||
//Camera and player rotation
|
||||
private void Rotation()
|
||||
{
|
||||
Vector3 lastCamPos = new Vector3(0,0,0);
|
||||
Vector3 rotOffset = transform.localEulerAngles;
|
||||
//If moveController is enabled allow Camera control
|
||||
if(moveController.enabled){
|
||||
|
||||
|
||||
//if input is received from Mouse X
|
||||
if (Input.GetAxis("Mouse X") != 0){
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
}
|
||||
|
||||
//if input is received from right analog stick (horizontal)
|
||||
else if(Input.GetAxis("HorizontalCam") != 0){
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("HorizontalCam"));
|
||||
|
|
@ -315,6 +344,7 @@ public class PlayerMovement : NetworkBehaviour
|
|||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
|
||||
//if input is received from right analog stick (vertical)
|
||||
else if (Input.GetAxis("VerticalTurn") != 0){
|
||||
camRotation.x -= Input.GetAxis("VerticalTurn") * sensitivity * Time.deltaTime;
|
||||
|
|
@ -330,7 +360,7 @@ public class PlayerMovement : NetworkBehaviour
|
|||
//Respawns player if they fall below a certain point
|
||||
private void Respawn()
|
||||
{
|
||||
if (transform.position.y < -1)
|
||||
if (transform.position.y < -5)
|
||||
{
|
||||
transform.position = new Vector3(1f, 3f, 1f);
|
||||
}
|
||||
|
|
@ -338,35 +368,71 @@ public class PlayerMovement : NetworkBehaviour
|
|||
|
||||
|
||||
|
||||
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
|
||||
private void Gravity(){
|
||||
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
|
||||
private void UpdateGravity(){
|
||||
|
||||
//Gliding
|
||||
if(jumpPressed && pStats.HasGlider){
|
||||
|
||||
vel.y -= (pStats.PlayerGrav-18) * Time.deltaTime;
|
||||
if(pStats.HasGlider && g < 0 && jumpHeld){
|
||||
//Gravity with glider
|
||||
GravityCalculation(10);
|
||||
|
||||
//Set temp values to put traction back to normal
|
||||
if(tempSet == false){
|
||||
tempTraction = pStats.Traction;
|
||||
pStats.Traction = 1.0f;
|
||||
tempSet = true;
|
||||
}
|
||||
}
|
||||
else if(!jumpPressed && pStats.HasGlider){
|
||||
|
||||
//Wallrunning
|
||||
else if (pStats.HasWallrun) {
|
||||
//Run wall run script
|
||||
wallRun.WallRunRoutine();
|
||||
|
||||
//if wallrunning apply different gravity
|
||||
if(wallRun.IsWallRunning()){
|
||||
GravityCalculation(4);
|
||||
}
|
||||
|
||||
//Normal gravity if not wallrunning
|
||||
else{
|
||||
GravityCalculation(pStats.PlayerGrav);
|
||||
}
|
||||
}
|
||||
|
||||
else{
|
||||
|
||||
//if temporary values have been set restore them back to the normal values
|
||||
if(tempSet == true){
|
||||
pStats.Traction = tempTraction;
|
||||
tempSet = false;
|
||||
}
|
||||
|
||||
//Normal Gravity
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
//Normal gravity
|
||||
GravityCalculation(pStats.PlayerGrav);
|
||||
}
|
||||
}
|
||||
|
||||
//Uses Given gravity to apply a downwards force while allowing coyote Jump and short hops
|
||||
private void GravityCalculation(float grav){
|
||||
//apply slight upwards force for jump smoothing when g < 0
|
||||
if(g < 0){
|
||||
g += grav * (fallMultiplier - 1) * Time.deltaTime;
|
||||
}
|
||||
|
||||
//Wallrunning
|
||||
else if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
|
||||
//apply smaller upwards force if jump is released early when jumping creating a short jump
|
||||
else if (g > 0 && !Input.GetButton("Jump")){
|
||||
g += grav * (lowJumpMultiplier - 1) * Time.deltaTime;
|
||||
}
|
||||
|
||||
//apply gravity if not grounded and coyote timer is less than 0
|
||||
if(isGrounded == false && curCoyJumpTimer <= 0){
|
||||
g -= grav * Time.deltaTime;
|
||||
}
|
||||
|
||||
//else don't apply gravity
|
||||
else{
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
g = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -376,10 +442,12 @@ public class PlayerMovement : NetworkBehaviour
|
|||
{
|
||||
// Make sure that the ground check distance while already in air is very small, to prevent suddenly snapping to ground
|
||||
float chosenGroundCheckDistance = isGrounded ? (moveController.skinWidth + groundCheckDistance) : groundCheckDistanceInAir;
|
||||
|
||||
// reset values before the ground check
|
||||
isGrounded = false;
|
||||
groundRay = new Ray(moveController.transform.position, Vector3.down);
|
||||
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance)) //&& Time.time >= lastTimeJumped + jumpGroundingPreventionTime) // only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping
|
||||
|
||||
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpHeld ) //&& Time.time >= lastTimeJumped + jumpGroundingPreventionTime) // only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping
|
||||
{
|
||||
// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
|
||||
if (Vector3.Dot(groundHit.normal, transform.up) > 0f)
|
||||
|
|
@ -440,7 +508,8 @@ public class PlayerMovement : NetworkBehaviour
|
|||
|
||||
//Slide Function
|
||||
private void Slide(){
|
||||
if (Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)){
|
||||
//if the q button or the east face button on gamepad is held down
|
||||
if (Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) {
|
||||
qDown = true;
|
||||
if (isSliding == false){
|
||||
originalTraction = pStats.Traction;
|
||||
|
|
@ -450,6 +519,7 @@ public class PlayerMovement : NetworkBehaviour
|
|||
pStats.Traction = 0.01f;
|
||||
|
||||
}
|
||||
transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
pStats.Traction += .004f;
|
||||
}
|
||||
else{
|
||||
|
|
@ -457,18 +527,17 @@ public class PlayerMovement : NetworkBehaviour
|
|||
}
|
||||
//NOTE: potentialy change this to only allow player back up if there is nothing above them
|
||||
if (qDown == false && isSliding == true) {
|
||||
//if nothing is above the object, stop slidding
|
||||
//if nothing is above the object, stop sliding
|
||||
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
|
||||
{
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x + 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
|
||||
isSliding = false;
|
||||
moveController.height = 2.0f;
|
||||
pStats.Traction = originalTraction;
|
||||
|
||||
}
|
||||
else{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,14 +6,14 @@ using UnityEngine.Assertions;
|
|||
public class PlayerStats : MonoBehaviour
|
||||
{
|
||||
//Maximum possible player speed
|
||||
[SerializeField] private float maxVel = 25.0f;
|
||||
[SerializeField] private float maxVel = 30.0f;
|
||||
public float MaxVel{
|
||||
get{ return maxVel; }
|
||||
set{ maxVel = value; }
|
||||
}
|
||||
|
||||
//Minimum possible player speed
|
||||
[SerializeField] private float minVel = 2.0f;
|
||||
[SerializeField] private float minVel = 5.0f;
|
||||
public float MinVel{
|
||||
get{ return minVel; }
|
||||
set{ minVel = value; }
|
||||
|
|
@ -34,7 +34,7 @@ public class PlayerStats : MonoBehaviour
|
|||
}
|
||||
|
||||
//Player Jump power
|
||||
[SerializeField] private float jumpPow = 300.0f;
|
||||
[SerializeField] private float jumpPow = 63.0f;
|
||||
public float JumpPow{
|
||||
get{ return jumpPow; }
|
||||
set{ jumpPow = value; }
|
||||
|
|
@ -69,7 +69,7 @@ public class PlayerStats : MonoBehaviour
|
|||
}
|
||||
|
||||
//Gravity Affecting the player
|
||||
[SerializeField] private float playerGrav = 20.0f;
|
||||
[SerializeField] private float playerGrav = 200.0f;
|
||||
public float PlayerGrav{
|
||||
get{ return playerGrav; }
|
||||
set{ playerGrav = value; }
|
||||
|
|
|
|||
|
|
@ -12,6 +12,7 @@ TagManager:
|
|||
- Weather
|
||||
- destroyable
|
||||
- RunnerHUD
|
||||
- GroundCheck
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user