mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-22 02:14:30 -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:
@@ -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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user