mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-28 05:14:04 -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:
@@ -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;
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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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@@ -517,47 +530,42 @@ public class PlayerMovement : NetworkBehaviour
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return ragTime;
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}
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//Slide Function
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private void Slide()
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{
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private void Slide(){
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//if the q button or the east face button on gamepad is held down
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if (Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q))
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{
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if (Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) {
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qDown = true;
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if (isSliding == false)
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{
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if (isSliding == false){
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originalTraction = pStats.Traction;
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this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
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isSliding = true;
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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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if (GetComponent<Animator>() == null){
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moveController.height = 1.0f;
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}
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//if the regular model
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else
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{
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else {
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moveController.height *= .5f;
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}
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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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else
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{
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else{
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qDown = false;
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}
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//NOTE: potentialy change this to only allow player back up if there is nothing above them
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if (qDown == false && isSliding == true)
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{
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if (qDown == false && isSliding == true) {
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//if nothing is above the object, stop sliding
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if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
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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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@@ -570,10 +578,9 @@ public class PlayerMovement : NetworkBehaviour
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}
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pStats.Traction = originalTraction;
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}
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else
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{
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else{
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Debug.Log("Object above you");
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}
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}
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}
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