mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 18:04:27 -05:00
Fixed a lot of the issues we addressed on Monday
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@@ -276,7 +276,7 @@ public class AerialStateManager : NetworkBehaviour
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void Jump(){
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if(!pStats.IsPaused){
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//If space/south gamepad button is pressed apply an upwards force to the player
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if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && (mSM.currentState != mSM.SlideState && mSM.currentState != mSM.CrouchState && mSM.currentState != mSM.RagdollState && mSM.currentState != mSM.RecoveringState))
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if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && (mSM.currentState != mSM.SlideState && mSM.currentState != mSM.CrouchState && mSM.currentState != mSM.RagdollState && mSM.currentState != mSM.RecoveringState && currentState != GlidingState))
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{
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if(currentState == WallRunState){
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AddImpact((GetWallJumpDirection()), pStats.JumpPow * 8.5f);
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@@ -23,6 +23,10 @@ public class AerialGrappleAirState : AerialBaseState
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Vector3 momDirection; // momentum direction
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Vector3 tensionMomDirection; // tension momentum direction
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float defaultGraceTimer = 1.0f; // default timer
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float graceTimer; // grace period at the end of the swing so the player has time to let go
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bool swingGrace = true; // is the grace timer over
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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//refresh jump number
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@@ -47,6 +51,7 @@ public class AerialGrappleAirState : AerialBaseState
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aSM.release = false; // player hasn't released
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aSM.lerpRelease = Vector3.zero; // reset lerp release
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spaceHeld = true;
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graceTimer = defaultGraceTimer; //sets grace timer
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}
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public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
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@@ -156,8 +161,17 @@ public class AerialGrappleAirState : AerialBaseState
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//if player is on the other side of hookpoint and swingMom is lower then update oldXZDir
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if(oldXZDir != curXZDir && swingMom <= (oldSwingMom*(.75f))){
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oldSwingMom = swingMom;
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oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
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if(graceTimer >= 0){
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swingGrace = false;
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graceTimer -= .1f;
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}
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else{
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oldSwingMom = swingMom;
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oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
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swingGrace = true;
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graceTimer = defaultGraceTimer;
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}
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}
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//current line between hookpoint and player
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