mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-24 19:34:38 -05:00
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:
@@ -41,7 +41,7 @@ public class dGrapplingHook : NetworkBehaviour
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{
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//if (!IsLocalPlayer) { return; }
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if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
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if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit
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{
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if (!isGrappled) //If we are not grappling
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{
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@@ -28,6 +28,7 @@ public class dKickController : NetworkBehaviour
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}
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void Kick(){
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//if (!IsLocalPlayer) { return; }
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//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
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//custom is grounded
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//If F is pressed or gamepad right trigger is pulled
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@@ -7,7 +7,7 @@ using UnityEngine.Rendering;
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public class dWallRun : NetworkBehaviour
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{
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public float wallMaxDistance = .8f;
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public float wallMaxDistance = 3f;
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public float wallSpeedMultiplier = 1.2f;
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public float minimumHeight = .1f;
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public float maxAngleRoll = 20;
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@@ -174,8 +174,8 @@ public class dWallRun : NetworkBehaviour
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playerMovementController.SetPlayerVelocity(moveToSet);
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isWallRunning = true;
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if(playerMovementController.curJumpNum != 0){
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playerMovementController.curJumpNum = 0 ;
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if(playerMovementController.curJumpNum == playerMovementController.pStats.JumpNum){
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playerMovementController.curJumpNum = 0;
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}
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}
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@@ -28,6 +28,7 @@ public class dPlayerMovement : NetworkBehaviour
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//Jump value
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public int curJumpNum; // current Jumps used
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private bool jumpHeld; // Is jump being held
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private bool jumpPressed; // Has Jump been pressed
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float coyJumpTimer = 0.1f; // Default Coyote Jump time
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float curCoyJumpTimer; // current Coyote Jump time
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public float lowJumpMultiplier; // Short jump multiplier
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@@ -83,6 +84,7 @@ public class dPlayerMovement : NetworkBehaviour
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private RaycastHit ray;
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private Vector3 up;
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private bool qDown;
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private float tempCurVel;
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//Blink
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private dBlink blink;
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@@ -222,6 +224,7 @@ public class dPlayerMovement : NetworkBehaviour
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//Calculates speed current player needs to be going
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public float PlayerSpeed()
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{
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WallCheck();
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//If nothing is pressed speed is 0
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if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || isSliding)
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{
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@@ -248,7 +251,10 @@ public class dPlayerMovement : NetworkBehaviour
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}
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}
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private void WallCheck(){
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//IMPLEMENT A RAYCAST CHECK
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}
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//Apply Impact for when force needs to be applied without ragdolling
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public void AddImpact(Vector3 dir, float force)
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@@ -280,6 +286,7 @@ public class dPlayerMovement : NetworkBehaviour
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curJumpNum++;
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jumpHeld = true;
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jumpPressed = true;
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}
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//Last time Jumped
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@@ -296,12 +303,16 @@ public class dPlayerMovement : NetworkBehaviour
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//if jump is being held coyote timer is zero
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if(jumpHeld) curCoyJumpTimer = 0;
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if(grapple.isGrappled && curJumpNum == 2) curJumpNum = 1;
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if(grapple.isGrappled && curJumpNum == pStats.JumpNum) curJumpNum = 0;
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//If space/south face gamepad button isn't being pressed then jump is false
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if (Input.GetAxis("Jump") == 0){
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jumpHeld = false;
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}
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if(g < 0){
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jumpPressed = false;
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}
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}
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//Get and update PlayerValues for other scripts
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@@ -397,6 +408,11 @@ public class dPlayerMovement : NetworkBehaviour
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tempSet = true;
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}
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}
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//if temporary values have been set restore them back to the normal values
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else if(pStats.HasGlider && g==0 && tempSet == true){
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pStats.Traction = tempTraction;
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tempSet = false;
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}
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//Wallrunning
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else if (pStats.HasWallrun) {
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@@ -414,14 +430,9 @@ public class dPlayerMovement : NetworkBehaviour
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}
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}
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//Default Gravity
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else{
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//if temporary values have been set restore them back to the normal values
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if(tempSet == true){
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pStats.Traction = tempTraction;
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tempSet = false;
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}
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//Normal gravity
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GravityCalculation(pStats.PlayerGrav);
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}
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@@ -460,7 +471,7 @@ public class dPlayerMovement : NetworkBehaviour
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isGrounded = false;
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groundRay = new Ray(moveController.transform.position, Vector3.down);
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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
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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
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{
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// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
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if (Vector3.Dot(groundHit.normal, transform.up) > 0f)
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@@ -540,6 +551,7 @@ public class dPlayerMovement : NetworkBehaviour
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pStats.Traction = 0.01f;
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}
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tempCurVel = driftVel.magnitude * 50f;
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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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@@ -553,6 +565,7 @@ 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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pStats.CurVel = tempCurVel;
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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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@@ -28,6 +28,7 @@ public class KickController : NetworkBehaviour
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}
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void Kick(){
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if (!IsLocalPlayer) { return; }
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//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
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//custom is grounded
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//If F is pressed or gamepad right trigger is pulled
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@@ -5,7 +5,7 @@ using UnityEngine;
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public class GrapplingHook : NetworkBehaviour
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{
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public float maxGrappleDistance = 25;
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public float maxGrappleDistance = 25;
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public bool isGrappled;
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private int hookPointIndex;
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@@ -19,6 +19,13 @@ public class GrapplingHook : NetworkBehaviour
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[SerializeField] private float ropeLength;
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private float climbRate = 5;
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Vector3 tensionDirection;
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Vector3 pendulumSideDirection;
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Vector3 tangentDirection;
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float tensionForce;
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public Vector3 forceDirection;
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// Start is called before the first frame update
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void Start()
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{
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@@ -33,24 +40,23 @@ public class GrapplingHook : NetworkBehaviour
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void Update()
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{
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if (!IsLocalPlayer) { return; }
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if(pStats.HasGrapple){
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if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
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if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit
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{
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if (!isGrappled) //If we are not grappling
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{
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if (!isGrappled) //If we are not grappling
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hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
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if (hookPointIndex != -1) //If there is a hookpoint
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{
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hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
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if (hookPointIndex != -1) //If there is a hookpoint
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{
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hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
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ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
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isGrappled = true; //toggle grappling state
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}
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}
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else //Else we are grappling
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{
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//physics tear down?
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isGrappled = false; //toggle grappling state to release
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hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
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ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
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isGrappled = true; //toggle grappling state
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}
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}
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else //Else we are grappling
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{
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//physics tear down?
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isGrappled = false; //toggle grappling state to release
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}
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}
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}
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@@ -84,9 +90,7 @@ public class GrapplingHook : NetworkBehaviour
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if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength )
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{
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//Impact Based
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Debug.Log("y");
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playerMovement.g = 2;
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movementController.Move((hookPoint.transform.position - gameObject.transform.position) * Time.deltaTime);
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forceDirection = calculateForceDirection(1, playerMovement.g, hookPoint.transform.position);
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}
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}
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@@ -107,60 +111,20 @@ public class GrapplingHook : NetworkBehaviour
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}
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return index;
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}
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///////////Hookshot Concept
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// public float maxGrappleDistance = 25;
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// public bool isGrappled;
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// private Vector3 hookPoint;
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// private float distance;
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// public float propelPower = 100;
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Vector3 calculateForceDirection(float mass, float g, Vector3 hPoint){
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tensionDirection = (hPoint - transform.position).normalized;
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Debug.Log(tensionDirection);
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// private CharacterController movementController;
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// private dPlayerMovement playerMovement;
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// private PlayerStats pStats;
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// private Camera cam;
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// private Vector3 forwardHookLerp;
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// private Vector3 upwardsHookLerp;
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float inclinationAngle = Vector3.Angle(transform.position - hPoint, -transform.up);
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// // Start is called before the first frame update
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// void Start()
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// {
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// isGrappled = false;
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// movementController = gameObject.GetComponent<CharacterController>();
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// playerMovement = gameObject.GetComponent<dPlayerMovement>();
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// pStats = gameObject.GetComponent<PlayerStats>();
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// cam = playerMovement.cam;
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// }
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// private void FixedUpdate()
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// {
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// getGrapplePoint();
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// //Debug.Log((hookPoint.transform.position - transform.position).normalized);
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// if (isGrappled && !Input.GetKeyDown(KeyCode.E))
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// {
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// //playerMovement.AddImpact((hookPoint - transform.position), propelPower);
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// forwardHookLerp = Vector3.Lerp(forwardHookLerp, transform.forward * 50, .03f);
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// movementController.Move(forwardHookLerp * Time.deltaTime);
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tensionForce = mass * -g * Mathf.Cos(Mathf.Deg2Rad * inclinationAngle);
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Debug.Log(g);
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// upwardsHookLerp = Vector3.Lerp(upwardsHookLerp, (hookPoint - transform.position).normalized * Vector3.Distance(transform.position, hookPoint) * propelPower, .03f);
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// movementController.Move(upwardsHookLerp * Time.deltaTime);
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// isGrappled = false;
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// }
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// }
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// private void getGrapplePoint(){
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// //if E or left face gamepad button is pressed is slightly pressed
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// if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
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// {
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// if (!isGrappled) //If we are not grappling
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// {
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// if(Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit raycastHit)){
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// if(raycastHit.collider.gameObject.transform.tag == "HookPoint"){
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// isGrappled = true;
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// hookPoint = new Vector3 (raycastHit.point.x,raycastHit.point.y,raycastHit.point.z);
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// }
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// }
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// }
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// }
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// }
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Vector3 fDirection = tensionDirection * tensionForce;
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Debug.Log(fDirection);
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return fDirection;
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}
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}
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@@ -7,7 +7,7 @@ using UnityEngine.Rendering;
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public class WallRun : NetworkBehaviour
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{
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public float wallMaxDistance = 5;
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public float wallMaxDistance = 3;
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public float wallSpeedMultiplier = 1.2f;
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public float minimumHeight = .1f;
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public float maxAngleRoll = 20;
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@@ -66,7 +66,7 @@ public class WallRun : NetworkBehaviour
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public void WallRunRoutine()
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{
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//if (!IsLocalPlayer) { return; }
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if (!IsLocalPlayer) { return; }
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isWallRunning = false;
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@@ -174,8 +174,8 @@ public class WallRun : NetworkBehaviour
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playerMovementController.SetPlayerVelocity(moveToSet);
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isWallRunning = true;
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if(playerMovementController.curJumpNum != 0){
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playerMovementController.curJumpNum = 0 ;
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if(playerMovementController.curJumpNum == playerMovementController.pStats.JumpNum){
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playerMovementController.curJumpNum = 0;
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}
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}
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@@ -6,6 +6,7 @@ using UnityEngine.UI;
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public class PlayerMovement : NetworkBehaviour
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{
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//Scripts
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public PlayerStats pStats;
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@@ -27,6 +28,7 @@ public class PlayerMovement : NetworkBehaviour
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//Jump value
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public int curJumpNum; // current Jumps used
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private bool jumpHeld; // Is jump being held
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private bool jumpPressed; // Has Jump been pressed
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float coyJumpTimer = 0.1f; // Default Coyote Jump time
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float curCoyJumpTimer; // current Coyote Jump time
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public float lowJumpMultiplier; // Short jump multiplier
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@@ -82,11 +84,13 @@ public class PlayerMovement : NetworkBehaviour
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private RaycastHit ray;
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private Vector3 up;
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private bool qDown;
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private float tempCurVel;
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//Blink
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private Blink blink;
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private GrapplingHook grapple;
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//Animation controller
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Animator animator;
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@@ -210,9 +214,9 @@ public class PlayerMovement : NetworkBehaviour
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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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//Move Player
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moveController.Move(driftVel + (moveY * Time.deltaTime));
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if(grapple.isGrappled) moveController.Move(grapple.forceDirection * Time.deltaTime);
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}
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@@ -220,6 +224,7 @@ public class PlayerMovement : NetworkBehaviour
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//Calculates speed current player needs to be going
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public float PlayerSpeed()
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{
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WallCheck();
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//If nothing is pressed speed is 0
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if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || isSliding)
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{
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@@ -246,7 +251,10 @@ public class PlayerMovement : NetworkBehaviour
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}
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}
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private void WallCheck(){
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//IMPLEMENT A RAYCAST CHECK
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}
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//Apply Impact for when force needs to be applied without ragdolling
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public void AddImpact(Vector3 dir, float force)
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@@ -278,6 +286,7 @@ public class PlayerMovement : NetworkBehaviour
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curJumpNum++;
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jumpHeld = true;
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jumpPressed = true;
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}
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//Last time Jumped
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@@ -294,12 +303,16 @@ public class PlayerMovement : NetworkBehaviour
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//if jump is being held coyote timer is zero
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if(jumpHeld) curCoyJumpTimer = 0;
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if(grapple.isGrappled && curJumpNum == 2) curJumpNum = 1;
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if(grapple.isGrappled && curJumpNum == pStats.JumpNum) curJumpNum = 0;
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//If space/south face gamepad button isn't being pressed then jump is false
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if (Input.GetAxis("Jump") == 0){
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jumpHeld = false;
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}
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if(g < 0){
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jumpPressed = false;
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}
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}
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//Get and update PlayerValues for other scripts
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@@ -395,6 +408,11 @@ public class PlayerMovement : NetworkBehaviour
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tempSet = true;
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}
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}
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//if temporary values have been set restore them back to the normal values
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else if(pStats.HasGlider && g==0 && tempSet == true){
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pStats.Traction = tempTraction;
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tempSet = false;
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}
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//Wallrunning
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else if (pStats.HasWallrun) {
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@@ -412,14 +430,9 @@ public class PlayerMovement : NetworkBehaviour
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}
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}
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//Default Gravity
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else{
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//if temporary values have been set restore them back to the normal values
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if(tempSet == true){
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pStats.Traction = tempTraction;
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tempSet = false;
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}
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//Normal gravity
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GravityCalculation(pStats.PlayerGrav);
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}
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@@ -438,7 +451,7 @@ public class PlayerMovement : NetworkBehaviour
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}
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//apply gravity if not grounded and coyote timer is less than 0
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if(isGrounded == false && curCoyJumpTimer <= 0){
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if((isGrounded == false && curCoyJumpTimer <= 0) || grapple.isGrappled){
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g -= grav * Time.deltaTime;
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}
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//else don't apply gravity
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@@ -458,7 +471,7 @@ public class PlayerMovement : NetworkBehaviour
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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");
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user