A lot of cleanup and adjustments

traction resets after a glide
Keep Momentum after sliding
Wallrun adjusted on player prefab
Wallrun added to Player prefab2
A lot of stats adjusted on all prefabs
This commit is contained in:
Melbyj1125
2021-12-17 02:04:15 -06:00
parent bb5ee9d2b2
commit 79626242c0
14 changed files with 160 additions and 162 deletions

View File

@@ -41,7 +41,7 @@ public class dGrapplingHook : NetworkBehaviour
{
//if (!IsLocalPlayer) { return; }
if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit
{
if (!isGrappled) //If we are not grappling
{

View File

@@ -28,6 +28,7 @@ public class dKickController : NetworkBehaviour
}
void Kick(){
//if (!IsLocalPlayer) { return; }
//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
//custom is grounded
//If F is pressed or gamepad right trigger is pulled

View File

@@ -7,7 +7,7 @@ using UnityEngine.Rendering;
public class dWallRun : NetworkBehaviour
{
public float wallMaxDistance = .8f;
public float wallMaxDistance = 3f;
public float wallSpeedMultiplier = 1.2f;
public float minimumHeight = .1f;
public float maxAngleRoll = 20;
@@ -174,8 +174,8 @@ public class dWallRun : NetworkBehaviour
playerMovementController.SetPlayerVelocity(moveToSet);
isWallRunning = true;
if(playerMovementController.curJumpNum != 0){
playerMovementController.curJumpNum = 0 ;
if(playerMovementController.curJumpNum == playerMovementController.pStats.JumpNum){
playerMovementController.curJumpNum = 0;
}
}

View File

@@ -28,6 +28,7 @@ public class dPlayerMovement : NetworkBehaviour
//Jump value
public int curJumpNum; // current Jumps used
private bool jumpHeld; // Is jump being held
private bool jumpPressed; // Has Jump been pressed
float coyJumpTimer = 0.1f; // Default Coyote Jump time
float curCoyJumpTimer; // current Coyote Jump time
public float lowJumpMultiplier; // Short jump multiplier
@@ -83,6 +84,7 @@ public class dPlayerMovement : NetworkBehaviour
private RaycastHit ray;
private Vector3 up;
private bool qDown;
private float tempCurVel;
//Blink
private dBlink blink;
@@ -222,6 +224,7 @@ public class dPlayerMovement : NetworkBehaviour
//Calculates speed current player needs to be going
public float PlayerSpeed()
{
WallCheck();
//If nothing is pressed speed is 0
if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || isSliding)
{
@@ -248,7 +251,10 @@ public class dPlayerMovement : NetworkBehaviour
}
}
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)
@@ -280,6 +286,7 @@ public class dPlayerMovement : NetworkBehaviour
curJumpNum++;
jumpHeld = true;
jumpPressed = true;
}
//Last time Jumped
@@ -296,12 +303,16 @@ public class dPlayerMovement : NetworkBehaviour
//if jump is being held coyote timer is zero
if(jumpHeld) curCoyJumpTimer = 0;
if(grapple.isGrappled && curJumpNum == 2) curJumpNum = 1;
if(grapple.isGrappled && curJumpNum == pStats.JumpNum) curJumpNum = 0;
//If space/south face gamepad button isn't being pressed then jump is false
if (Input.GetAxis("Jump") == 0){
jumpHeld = false;
}
if(g < 0){
jumpPressed = false;
}
}
//Get and update PlayerValues for other scripts
@@ -397,6 +408,11 @@ public class dPlayerMovement : NetworkBehaviour
tempSet = true;
}
}
//if temporary values have been set restore them back to the normal values
else if(pStats.HasGlider && g==0 && tempSet == true){
pStats.Traction = tempTraction;
tempSet = false;
}
//Wallrunning
else if (pStats.HasWallrun) {
@@ -414,14 +430,9 @@ public class dPlayerMovement : NetworkBehaviour
}
}
//Default Gravity
else{
//if temporary values have been set restore them back to the normal values
if(tempSet == true){
pStats.Traction = tempTraction;
tempSet = false;
}
//Normal gravity
GravityCalculation(pStats.PlayerGrav);
}
@@ -460,7 +471,7 @@ public class dPlayerMovement : NetworkBehaviour
isGrounded = false;
groundRay = new Ray(moveController.transform.position, Vector3.down);
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
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpPressed ) //&& 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)
@@ -540,6 +551,7 @@ public class dPlayerMovement : NetworkBehaviour
pStats.Traction = 0.01f;
}
tempCurVel = driftVel.magnitude * 50f;
transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
pStats.Traction += .004f;
}
@@ -553,6 +565,7 @@ public class dPlayerMovement : NetworkBehaviour
{
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)
{

View File

@@ -28,6 +28,7 @@ public class KickController : NetworkBehaviour
}
void Kick(){
if (!IsLocalPlayer) { return; }
//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
//custom is grounded
//If F is pressed or gamepad right trigger is pulled

View File

@@ -5,7 +5,7 @@ using UnityEngine;
public class GrapplingHook : NetworkBehaviour
{
public float maxGrappleDistance = 25;
public float maxGrappleDistance = 25;
public bool isGrappled;
private int hookPointIndex;
@@ -19,6 +19,13 @@ public class GrapplingHook : NetworkBehaviour
[SerializeField] private float ropeLength;
private float climbRate = 5;
Vector3 tensionDirection;
Vector3 pendulumSideDirection;
Vector3 tangentDirection;
float tensionForce;
public Vector3 forceDirection;
// Start is called before the first frame update
void Start()
{
@@ -33,24 +40,23 @@ public class GrapplingHook : NetworkBehaviour
void Update()
{
if (!IsLocalPlayer) { return; }
if(pStats.HasGrapple){
if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit
{
if (!isGrappled) //If we are not grappling
{
if (!isGrappled) //If we are not grappling
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
if (hookPointIndex != -1) //If there is a hookpoint
{
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
if (hookPointIndex != -1) //If there is a hookpoint
{
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
isGrappled = true; //toggle grappling state
}
}
else //Else we are grappling
{
//physics tear down?
isGrappled = false; //toggle grappling state to release
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
isGrappled = true; //toggle grappling state
}
}
else //Else we are grappling
{
//physics tear down?
isGrappled = false; //toggle grappling state to release
}
}
}
@@ -84,9 +90,7 @@ public class GrapplingHook : NetworkBehaviour
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength )
{
//Impact Based
Debug.Log("y");
playerMovement.g = 2;
movementController.Move((hookPoint.transform.position - gameObject.transform.position) * Time.deltaTime);
forceDirection = calculateForceDirection(1, playerMovement.g, hookPoint.transform.position);
}
}
@@ -107,60 +111,20 @@ public class GrapplingHook : NetworkBehaviour
}
return index;
}
///////////Hookshot Concept
// public float maxGrappleDistance = 25;
// public bool isGrappled;
// private Vector3 hookPoint;
// private float distance;
// public float propelPower = 100;
Vector3 calculateForceDirection(float mass, float g, Vector3 hPoint){
tensionDirection = (hPoint - transform.position).normalized;
Debug.Log(tensionDirection);
// private CharacterController movementController;
// private dPlayerMovement playerMovement;
// private PlayerStats pStats;
// private Camera cam;
// private Vector3 forwardHookLerp;
// private Vector3 upwardsHookLerp;
float inclinationAngle = Vector3.Angle(transform.position - hPoint, -transform.up);
// // Start is called before the first frame update
// void Start()
// {
// isGrappled = false;
// movementController = gameObject.GetComponent<CharacterController>();
// playerMovement = gameObject.GetComponent<dPlayerMovement>();
// pStats = gameObject.GetComponent<PlayerStats>();
// cam = playerMovement.cam;
// }
// private void FixedUpdate()
// {
// getGrapplePoint();
// //Debug.Log((hookPoint.transform.position - transform.position).normalized);
// if (isGrappled && !Input.GetKeyDown(KeyCode.E))
// {
// //playerMovement.AddImpact((hookPoint - transform.position), propelPower);
// forwardHookLerp = Vector3.Lerp(forwardHookLerp, transform.forward * 50, .03f);
// movementController.Move(forwardHookLerp * Time.deltaTime);
tensionForce = mass * -g * Mathf.Cos(Mathf.Deg2Rad * inclinationAngle);
Debug.Log(g);
// upwardsHookLerp = Vector3.Lerp(upwardsHookLerp, (hookPoint - transform.position).normalized * Vector3.Distance(transform.position, hookPoint) * propelPower, .03f);
// movementController.Move(upwardsHookLerp * Time.deltaTime);
// isGrappled = false;
// }
// }
// private void getGrapplePoint(){
// //if E or left face gamepad button is pressed is slightly pressed
// if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
// {
// if (!isGrappled) //If we are not grappling
// {
// if(Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit raycastHit)){
// if(raycastHit.collider.gameObject.transform.tag == "HookPoint"){
// isGrappled = true;
// hookPoint = new Vector3 (raycastHit.point.x,raycastHit.point.y,raycastHit.point.z);
// }
// }
// }
// }
// }
Vector3 fDirection = tensionDirection * tensionForce;
Debug.Log(fDirection);
return fDirection;
}
}

View File

@@ -7,7 +7,7 @@ using UnityEngine.Rendering;
public class WallRun : NetworkBehaviour
{
public float wallMaxDistance = 5;
public float wallMaxDistance = 3;
public float wallSpeedMultiplier = 1.2f;
public float minimumHeight = .1f;
public float maxAngleRoll = 20;
@@ -66,7 +66,7 @@ public class WallRun : NetworkBehaviour
public void WallRunRoutine()
{
//if (!IsLocalPlayer) { return; }
if (!IsLocalPlayer) { return; }
isWallRunning = false;
@@ -174,8 +174,8 @@ public class WallRun : NetworkBehaviour
playerMovementController.SetPlayerVelocity(moveToSet);
isWallRunning = true;
if(playerMovementController.curJumpNum != 0){
playerMovementController.curJumpNum = 0 ;
if(playerMovementController.curJumpNum == playerMovementController.pStats.JumpNum){
playerMovementController.curJumpNum = 0;
}
}

View File

@@ -6,6 +6,7 @@ using UnityEngine.UI;
public class PlayerMovement : NetworkBehaviour
{
//Scripts
public PlayerStats pStats;
@@ -27,6 +28,7 @@ public class PlayerMovement : NetworkBehaviour
//Jump value
public int curJumpNum; // current Jumps used
private bool jumpHeld; // Is jump being held
private bool jumpPressed; // Has Jump been pressed
float coyJumpTimer = 0.1f; // Default Coyote Jump time
float curCoyJumpTimer; // current Coyote Jump time
public float lowJumpMultiplier; // Short jump multiplier
@@ -82,11 +84,13 @@ public class PlayerMovement : NetworkBehaviour
private RaycastHit ray;
private Vector3 up;
private bool qDown;
private float tempCurVel;
//Blink
private Blink blink;
private GrapplingHook grapple;
//Animation controller
Animator animator;
@@ -210,9 +214,9 @@ public class PlayerMovement : NetworkBehaviour
driftVel = Vector3.zero;
if(animator != null) animator.SetBool("isRunning", false);
}
//Move Player
moveController.Move(driftVel + (moveY * Time.deltaTime));
if(grapple.isGrappled) moveController.Move(grapple.forceDirection * Time.deltaTime);
}
@@ -220,6 +224,7 @@ public class PlayerMovement : NetworkBehaviour
//Calculates speed current player needs to be going
public float PlayerSpeed()
{
WallCheck();
//If nothing is pressed speed is 0
if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || isSliding)
{
@@ -246,7 +251,10 @@ public class PlayerMovement : NetworkBehaviour
}
}
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)
@@ -278,6 +286,7 @@ public class PlayerMovement : NetworkBehaviour
curJumpNum++;
jumpHeld = true;
jumpPressed = true;
}
//Last time Jumped
@@ -294,12 +303,16 @@ public class PlayerMovement : NetworkBehaviour
//if jump is being held coyote timer is zero
if(jumpHeld) curCoyJumpTimer = 0;
if(grapple.isGrappled && curJumpNum == 2) curJumpNum = 1;
if(grapple.isGrappled && curJumpNum == pStats.JumpNum) curJumpNum = 0;
//If space/south face gamepad button isn't being pressed then jump is false
if (Input.GetAxis("Jump") == 0){
jumpHeld = false;
}
if(g < 0){
jumpPressed = false;
}
}
//Get and update PlayerValues for other scripts
@@ -395,6 +408,11 @@ public class PlayerMovement : NetworkBehaviour
tempSet = true;
}
}
//if temporary values have been set restore them back to the normal values
else if(pStats.HasGlider && g==0 && tempSet == true){
pStats.Traction = tempTraction;
tempSet = false;
}
//Wallrunning
else if (pStats.HasWallrun) {
@@ -412,14 +430,9 @@ public class PlayerMovement : NetworkBehaviour
}
}
//Default Gravity
else{
//if temporary values have been set restore them back to the normal values
if(tempSet == true){
pStats.Traction = tempTraction;
tempSet = false;
}
//Normal gravity
GravityCalculation(pStats.PlayerGrav);
}
@@ -438,7 +451,7 @@ public class PlayerMovement : NetworkBehaviour
}
//apply gravity if not grounded and coyote timer is less than 0
if(isGrounded == false && curCoyJumpTimer <= 0){
if((isGrounded == false && curCoyJumpTimer <= 0) || grapple.isGrappled){
g -= grav * Time.deltaTime;
}
//else don't apply gravity
@@ -458,7 +471,7 @@ public class PlayerMovement : NetworkBehaviour
isGrounded = false;
groundRay = new Ray(moveController.transform.position, Vector3.down);
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
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpPressed ) //&& 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)
@@ -517,47 +530,42 @@ 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;
//if it can't find the animator (capsul prefab)
if (GetComponent<Animator>() == null)
{
if (GetComponent<Animator>() == null){
moveController.height = 1.0f;
}
//if the regular model
else
{
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
{
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;
pStats.CurVel = tempCurVel;
//if it can't find the animator (capsul prefab)
if (GetComponent<Animator>() == null)
{
@@ -570,10 +578,9 @@ public class PlayerMovement : NetworkBehaviour
}
pStats.Traction = originalTraction;
}
else
{
else{
Debug.Log("Object above you");
}
}
}