Debug Scripts have been cleaned up.

I won't apply this cleanup to the networked version yet because they
will be updated to a state machine anyways.
This commit is contained in:
Melbyj1125 2022-02-10 21:37:19 -06:00
parent 8fbedf486d
commit 6f0b3a0d0b
25 changed files with 467 additions and 260 deletions

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@ -172,7 +172,7 @@ public class dGrapplingHook : NetworkBehaviour
//WILL NEED ADJUSTMENT OR REMOVAL IN THE FUTURE
//ungrapple on jump
if(playerMovement.GetJumpPressed() && !playerMovement.isGrounded && isGrappled){
if(playerMovement.jumpHeld && !playerMovement.isGrounded && isGrappled){
release = true;
isGrappled = false;
}

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@ -45,14 +45,12 @@ public class dWallRun : NetworkBehaviour
return !isPlayergrounded() && verticalAxis > 0 && VerticalCheck();
}
bool VerticalCheck()
{
bool VerticalCheck(){
return !Physics.Raycast(transform.position, Vector3.down, minimumHeight);
}
void Start()
{
void Start(){
playerMovementController = GetComponent<dPlayerMovement>();
directions = new Vector3[]{
@ -65,15 +63,14 @@ public class dWallRun : NetworkBehaviour
}
public void WallRunRoutine()
{
public void WallRunRoutine(){
//if (!IsLocalPlayer) { return; }
isWallRunning = false;
hits = new RaycastHit[directions.Length];
if(playerMovementController.GetJumpPressed())
if(playerMovementController.jumpHeld)
{
jumping = true;
}
@ -173,7 +170,7 @@ public class dWallRun : NetworkBehaviour
moveToSet.y = 0;
//
playerMovementController.SetPlayerVelocity(moveToSet);
playerMovementController.vel = moveToSet;
if(!isWallRunning){
firstAttach = true;
isWallRunning = true;

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@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class MoveBaseState
{
public abstract void EnterState(MoveStateManager mSM);
public abstract void UpdateState(MoveStateManager mSM);
public abstract void FixedUpdateState(MoveStateManager mSM);
public abstract void OnCollisionEnter(MoveStateManager mSM);
}

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@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveStateManager : MonoBehaviour
{
MoveBaseState currentState;
MoveIdleState IdleState = new MoveIdleState();
MoveWalkState WalkState = new MoveWalkState();
MoveJogState JogState = new MoveJogState();
MoveRunState RunState = new MoveRunState();
// Start is called before the first frame update
void Start()
{
//players starting state
currentState = IdleState;
currentState.EnterState(this);
}
// Update is called once per frame
void Update()
{
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
}
void SwitchState(MoveBaseState state){
currentState = state;
state.EnterState(this);
}
}

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@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveIdleState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
}
public override void UpdateState(MoveStateManager mSM){
}
public override void FixedUpdateState(MoveStateManager mSM){
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
}

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@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveJogState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
}
public override void UpdateState(MoveStateManager mSM){
}
public override void FixedUpdateState(MoveStateManager mSM){
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
}

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@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveRunState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
}
public override void UpdateState(MoveStateManager mSM){
}
public override void FixedUpdateState(MoveStateManager mSM){
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
}

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@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveWalkState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
}
public override void UpdateState(MoveStateManager mSM){
}
public override void FixedUpdateState(MoveStateManager mSM){
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
}

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@ -6,125 +6,110 @@ using UnityEngine.UI;
public class dPlayerMovement : NetworkBehaviour
{
////Objects Sections
private GameObject parentObj; // Parent object
public Camera cam; // Camera object
////
//Scripts
public PlayerStats pStats;
////Components Section
private CharacterController moveController; // Character Controller
private Rigidbody rB; // Players Rigidbody
private CapsuleCollider capCol; // Players Capsule Collider
private Animator animator; // Animation Controller
////
//Variable Section
/////
////Scripts Section
public PlayerStats pStats; // Player Stats
private dGrapplingHook grapple; // Grappling Hook
private dNitro nitro; // Nitro
private dWallRun wallRun; // Wallrun
////
////Player Variables Section
//Speed Variables
public Vector3 vel;
public Vector3 vel; // moveZ + moveX
private Vector3 moveZ; // Local Horizontal Vector
private Vector3 moveX; // Local Vertical Vector
public Vector3 driftVel; // Lerped Movement Vector
private Vector3 moveZ;
private Vector3 moveX;
public Vector3 driftVel;
//Player prefab
private GameObject parentObj;
//Character Moving
private CharacterController moveController;
//Jump value
public int curJumpNum; // current Jumps used
private bool jumpHeld; // Is jump being held
private bool jumpPressed; // Has Jump been pressed
//Jump Variables
public int curJumpNum; // current Jumps Used
public bool jumpHeld; // Jump is Held
private bool jumpPressed; // Jamp was pressed
float coyJumpTimer = 0.1f; // Default Coyote Jump time
float curCoyJumpTimer; // current Coyote Jump time
float curCoyJumpTimer = 0.1f; // current Coyote Jump time
public float lowJumpMultiplier; // Short jump multiplier
public float fallMultiplier; // High Jump Multiplier
//Gravity values
public float g = 0; // the y velocity affected by player Grav
private float maxG = -100; //The max downwards y velocity or g the player can have
//Gravity Variables
public float g = 0; // player downwards velocity
private float maxG = -100; // max downwards velocity
//Glide Values
bool tempSet = false;
float tempTraction = 0.0f;
//Glide Variables
private bool tempSetTraction = false; // has the Traction been temporarily set
private float tempTraction = 0.0f; // temporary traction
//Impact physics
private float mass = 5.0F; // defines the character mass
private Vector3 impact = Vector3.zero;
private float distToGround;
//Wallrunning
private dWallRun wallRun;
//Impact Variables
private float mass = 5.0F; // mass variable for Impact
private Vector3 impact = Vector3.zero; // Impact Vector
private float distToGround; // distance to ground
//Ground Check
public bool isGrounded; //Better custom is grounded
public float groundCheckDistance = 0.05f; //how far away from the ground to not be considered grounded
private float lastTimeJumped = 0f; //Last time the player jumped
const float jumpGroundingPreventionTime = 0.2f; // delay in checking if we are grounded after a jump
const float groundCheckDistanceInAir = 0.07f; //How close we have to get to ground to start checking for grounded again
private Ray groundRay;
private RaycastHit groundHit;
public bool isGrounded; // is player grounded
public float groundCheckDistance = 0.05f; // offset distance to check ground
private float lastTimeJumped = 0f; // Last time the player jumped
private const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping
private const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again
private Ray groundRay; // ground ray
private RaycastHit groundHit; // ground raycast
//Camera Variables
private Vector3 camRotation;
public Camera cam;
private Vector3 camRotation; // cameras camera rotation vector
[Range(-45, -15)]
public int minAngle = -30;
public int minAngle = -30; // minimum downwards cam angle
[Range(30, 80)]
public int maxAngle = 45;
public int maxAngle = 45; // Max upwards cam angle
[Range(50, 500)]
public int sensitivity = 200;
public int sensitivity = 200; // Camera sensitivity
//Ragdoll variables
private Vector3 hit;
private Rigidbody rB;
private CapsuleCollider capCol;
private bool firstHit = false;
//private bool heldDown = false; //Variable for testing Ragdoll reenable if needed
private bool beginRagTimer = false;
private float ragTime;
private Vector3 prevRot;
private Vector3 hitForce;
private bool firstHit = false; // has first contact happened
private bool beginRagTimer = false; // beging ragdoll timer bool
private float ragTime; // ragdoll timer
private Vector3 prevRot; // Save last rotation before hit
//Slide Variables
public bool isSliding = false;
private float originalTraction;
private RaycastHit ray;
private Vector3 up;
private bool qDown;
private float tempCurVel;
public bool isSliding = false; // If player is sliding /////////// Maybe unnecessary once state machine is implemented
private float originalTraction; // Original Traction
private RaycastHit slideRay; // slide raycast
private Vector3 slideUp; // Slide upwards direction
private bool qDown; // is q being pressed
private float tempSlideCurVel; // temp vel while sliding so they don't lose speed
////
//Grapple
private dGrapplingHook grapple;
//Nitro
private dNitro nitro;
//Animation controller
Animator animator;
void Awake()
{
//Initialize Player Components
moveController = GetComponent<CharacterController>(); // Character Controller
rB = GetComponent<Rigidbody>(); //Rigid Body
capCol = GetComponent<CapsuleCollider>(); // Capsule Collider
void Awake(){
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
rB = GetComponent<Rigidbody>(); //set Rigid Body
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
capCol.enabled = true;
parentObj = transform.parent.gameObject;
animator = GetComponent<Animator>();
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
////
//Initialize Scripts
pStats = GetComponent<PlayerStats>(); // PlayerStats
wallRun = GetComponent<dWallRun>(); //Wallrun
grapple = GetComponent<dGrapplingHook>();
nitro = GetComponent<dNitro>();
//Get parents up direction
up = GetComponentInParent<Transform>().up;
//
//Coyote Timer Initialization
curCoyJumpTimer = coyJumpTimer;
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
wallRun = GetComponent<dWallRun>(); // set Wallrun
grapple = GetComponent<dGrapplingHook>(); // set grapplingHook
nitro = GetComponent<dNitro>(); // set Nitro
////
}
void Start()
{
distToGround = GetComponent<Collider>().bounds.extents.y;
void Start(){
////Initialize important starting variables
distToGround = GetComponent<Collider>().bounds.extents.y; // set players distance to ground
slideUp = GetComponentInParent<Transform>().up; // get parents up direction
////
// Don't do movement unless this is the local player controlling it
// Otherwise we let the server handle moving us
@ -134,12 +119,12 @@ public class dPlayerMovement : NetworkBehaviour
// Don't lock the cursor multiple times if this isn't the local player
// Also don't want to lock the cursor for the king
// That is why this is after the LocalPlayer check
Cursor.lockState = CursorLockMode.Locked;
Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player
}
// Update is called once per frame
void FixedUpdate()
{
void FixedUpdate(){
// Don't do movement unless this is the local player controlling it
// Otherwise we let the server handle moving us
//if (!IsLocalPlayer) { return; }
@ -152,16 +137,14 @@ public class dPlayerMovement : NetworkBehaviour
if(moveController.enabled == true){
//input controls for movement
InputController();
//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);
//Dissipates Impact
DissipateImpact();
}
//If Character controller is disabled use rigidbody calculations
else{
//if ragdoll timer is over disable ragdolling
if (RagdollTimer() == 0){
firstHit = false;
@ -172,15 +155,18 @@ public class dPlayerMovement : NetworkBehaviour
g -= pStats.PlayerGrav * Time.deltaTime;
rB.AddForce(new Vector3(0,g,0));
}
Respawn();
/////ONLY FOR DEBUG PURPOSES REMOVE WHEN UNNECESSARY
if (transform.position.y < -5)
{
TeleportPlayer(new Vector3(0,100,0));
}
}
////Input Related Functions
//Reads inputs and moves player
private void InputController()
{
private void InputController(){
//Check if player is grounded before each frame
GroundCheck();
@ -230,11 +216,8 @@ public class dPlayerMovement : NetworkBehaviour
}
//Calculates speed current player needs to be going
public float PlayerSpeed()
{
public float PlayerSpeed(){
WallCheck();
//If nothing is pressed speed is 0
if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || isSliding || (grapple.isGrappled && !isGrounded))
@ -270,27 +253,14 @@ public class dPlayerMovement : NetworkBehaviour
}
}
//Need to implement to check if player has hit a wall in the direction they are moving and they should lose speed
private void WallCheck(){
//IMPLEMENT A RAYCAST CHECK
}
//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;
}
//Jump Function
private void Jump()
{
private void Jump(){
//If space/south gamepad button is pressed apply an upwards force to the player
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
{
@ -335,41 +305,8 @@ public class dPlayerMovement : NetworkBehaviour
}
}
//Get and update PlayerValues for other scripts
//Get jumpHeld
public bool GetJumpPressed(){
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
private void Rotation()
{
private void Rotation(){
//If moveController is enabled allow Camera control
if(moveController.enabled){
//if input is received from Mouse X
@ -399,21 +336,7 @@ public class dPlayerMovement : NetworkBehaviour
}
}
//REMOVE WHEN UNNECCESARY
//Respawns player if they fall below a certain point
private void Respawn()
{
if (transform.position.y < -5)
{
TeleportPlayer(new Vector3(0,100,0));
}
}
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
private void UpdateGravity(){
//Gliding
@ -422,16 +345,16 @@ public class dPlayerMovement : NetworkBehaviour
GravityCalculation(8);
//Set temp values to put traction back to normal
if(tempSet == false){
if(tempSetTraction == false){
tempTraction = pStats.Traction;
pStats.Traction = 1.0f;
tempSet = true;
tempSetTraction = true;
}
}
//if temporary values have been set restore them back to the normal values
else if(pStats.HasGlider && g==0 && tempSet == true){
else if(pStats.HasGlider && g==0 && tempSetTraction == true){
pStats.Traction = tempTraction;
tempSet = false;
tempSetTraction = false;
}
//Wallrunning
@ -489,10 +412,93 @@ public class dPlayerMovement : NetworkBehaviour
}
}
//Slide Function
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))) {
qDown = true;
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;
//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;
}
tempSlideCurVel = driftVel.magnitude * 50f;
transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
pStats.Traction += .004f;
}
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 nothing is above the object, stop sliding
if (Physics.Raycast(this.gameObject.transform.position, slideUp, out slideRay, 5f) == false)
{
this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
isSliding = false;
pStats.CurVel = tempSlideCurVel;
//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{
Debug.Log("Object above you");
}
}
}
////
////Physics Calculation Unrelated to inputs
//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;
}
//Dissipates Impact Force
private void DissipateImpact(){
//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);
}
//Clear all stored movement
public void CancelMomentum(){
pStats.CurVel = 0;
vel = Vector3.zero;
moveX = Vector3.zero;
moveZ = Vector3.zero;
driftVel = Vector3.zero;
}
//Checks if player is grounded
void GroundCheck()
{
void GroundCheck(){
// 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;
@ -514,8 +520,10 @@ public class dPlayerMovement : NetworkBehaviour
}
}
}
////
//Ragdoll Functions
////Ragdoll Functions
//Player Gets Hit
public void GetHit(Vector3 dir, float force){
//if (!IsLocalPlayer) { return; }
if(firstHit == false){
@ -525,6 +533,8 @@ public class dPlayerMovement : NetworkBehaviour
firstHit = true;
}
}
//Enable Ragdoll and update all related variables
private void EnableRagdoll(){
ragTime = pStats.RecovTime;
prevRot = transform.localEulerAngles;
@ -534,6 +544,7 @@ public class dPlayerMovement : NetworkBehaviour
rB.detectCollisions = true;
}
//Disable Ragdoll and revert all ragdoll variables
private void DisableRagdoll(){
capCol.enabled = false;
moveController.enabled = true;
@ -560,73 +571,11 @@ public class dPlayerMovement : NetworkBehaviour
return ragTime;
}
//Slide Function
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))) {
qDown = true;
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;
//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;
}
tempCurVel = driftVel.magnitude * 50f;
transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
pStats.Traction += .004f;
}
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 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;
pStats.CurVel = tempCurVel;
//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{
Debug.Log("Object above you");
}
}
}
////
public void CancelMomentum()
{
pStats.CurVel = 0;
vel = Vector3.zero;
moveX = Vector3.zero;
moveZ = Vector3.zero;
driftVel = Vector3.zero;
}
private IEnumerator RespawnTimer()
{
//// Respawn and Relocation Functions
//Respawn timer
private IEnumerator RespawnTimer(){
float duration = 2f;
float normalizedTime = 0;
while (normalizedTime <= 1f)
@ -637,8 +586,10 @@ public class dPlayerMovement : NetworkBehaviour
moveController.enabled = true;
}
//Teleports player to new location
public void TeleportPlayer(Vector3 position, Quaternion rotation = new Quaternion()){
transform.position = position;
transform.rotation = rotation;
}
////
}

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@ -8,7 +8,7 @@ public class PlayerInventory : NetworkBehaviour
{
//List of items
[SerializeField] Dictionary<string, Item> playerItemDict = new Dictionary<string, Item>();
[SerializeField] private Dictionary<string, Item> playerItemDict = new Dictionary<string, Item>();
public Dictionary<string, Item> PlayerItemDict{
get{ return playerItemDict; }
}

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@ -33,4 +33,4 @@ MonoBehaviour:
hasGliderM: 0
hasNitroM: 0
hasDashM: 1
cooldownM: 15
cooldownM: 3

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@ -34,4 +34,4 @@ MonoBehaviour:
hasGliderM: 0
hasNitroM: 1
hasDashM: 0
cooldownM: 5
cooldownM: 10