mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-22 02:14:30 -05:00
Cleaned up code
Slide Works again Ragdoll works again Cam is stable New Debugging prefab
This commit is contained in:
102
Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dBlink.cs
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102
Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dBlink.cs
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using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using UnityEngine;
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public class dBlink : NetworkBehaviour{
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// Start is called before the first frame update
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private Camera cam;
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public CharacterController controller;
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//Blink Variables
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private LineRenderer beam;
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private Vector3 origin;
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private Vector3 endPoint;
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private Vector3 mousePos;
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private RaycastHit hit;
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LayerMask ignoreP;
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/////
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private void Awake()
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{
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beam = gameObject.AddComponent<LineRenderer>();
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beam.startWidth = 0.2f;
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beam.endWidth = 0.2f;
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beam.enabled = false;
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ignoreP = LayerMask.GetMask("Player");
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controller = GetComponent<CharacterController>();
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}
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void Start(){
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// Grab the main camera.
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//camera transform
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cam = GetComponentInChildren<Camera>();
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}
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//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
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//blinks the player forwards
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private void BlinkMove()
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{
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if (!IsLocalPlayer) { return; }
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if (Input.GetMouseButton(1))
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{
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// Finding the origin and end point of laser.
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origin = transform.position + transform.forward * transform.lossyScale.z;
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// Finding mouse pos in 3D space.
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mousePos = Input.mousePosition;
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mousePos.z = 20f;
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endPoint = cam.ScreenToWorldPoint(mousePos);
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// Find direction of beam.
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Vector3 dir = endPoint - origin;
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dir.Normalize();
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// Are we hitting any colliders?
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if (Physics.Raycast(origin, dir, out hit, 20f))
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{
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// If yes, then set endpoint to hit-point.
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endPoint = hit.point;
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}
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// Set end point of laser.
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beam.SetPosition(0, origin);
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beam.SetPosition(1, endPoint);
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// Draw the laser!
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beam.enabled = true;
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/*Ray ray = camera.ScreenPointToRay(Input.mousePosition);
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RaycastHit raycastHit;
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if (Physics.Raycast(ray, out raycastHit, 5.0f)){
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LineRenderer.SetPosition(1, raycastHit.point);
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}*/
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}
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else if (!Input.GetMouseButton(1) && beam.enabled == true)
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{
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beam.enabled = false;
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//if teleporting due to hit to object, bump them a bit outside normal
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if (hit.point != null)
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{
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transform.position = endPoint + hit.normal * 1.25f;
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}
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//if teleporting in the air or something, just spawn at endpoint
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else
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{
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transform.position = endPoint;
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}
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//reenable character controller
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}
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}
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}
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@@ -0,0 +1,11 @@
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42
Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dDash.cs
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42
Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dDash.cs
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using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using UnityEngine;
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public class dDash : NetworkBehaviour{
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public Vector3 moveDirection;
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public const float maxDashTime = 1.0f;
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public float dashDistance = 10;
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public float dashStoppingSpeed = 0.1f;
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float currentDashTime = maxDashTime;
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float dashSpeed = 12;
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CharacterController characterController;
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void Start(){
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characterController = this.gameObject.GetComponent<CharacterController>();
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}
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//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
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void FixedUpdate(){
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if (!IsLocalPlayer) { return; }
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if (Input.GetKeyDown(KeyCode.E))
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{
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currentDashTime = 0;
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}
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if(currentDashTime < maxDashTime)
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{
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moveDirection = transform.forward * dashDistance;
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currentDashTime += dashStoppingSpeed;
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}
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else
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{
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moveDirection = Vector3.zero;
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}
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characterController.Move(moveDirection * Time.deltaTime * dashSpeed);
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,70 @@
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using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using UnityEngine;
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public class dGrapplingHook : NetworkBehaviour
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{
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public float maxGrappleDistance = 25;
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private bool isGrappled;
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private int hookPointIndex;
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private GameObject hookPoint;
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private GameObject[] hookPoints;
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private float distance;
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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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hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
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}
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// Update is called once per frame
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void Update()
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{
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if (!IsLocalPlayer) { return; }
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if (Input.GetKeyDown(KeyCode.E)) //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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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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//physics set up?
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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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private void FixedUpdate()
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{
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if (isGrappled)
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{
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//Do grappling physics based on hookPoint
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}
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}
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int FindHookPoint()
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{
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float least = maxGrappleDistance;
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int index = -1;
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for(int i = 0; i<hookPoints.Length; i++)
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{
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distance = Vector3.Distance(gameObject.transform.position, hookPoints[i].transform.position);
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if (distance <= least)
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{
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index = i;
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}
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}
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return index;
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,76 @@
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using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using UnityEngine;
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public class dKickController : NetworkBehaviour
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{
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//Important, may want to change blink code to only work for trigger collider
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// so that the player doesn't teleport to their leg
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private GameObject leg;
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private bool isKicking = false;
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//slightly bad practice, when merging find a better work around
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private bool isDiveKicking = false;
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private CharacterController characterController;
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public PlayerStats pStats;
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void Start(){
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pStats = GetComponent<PlayerStats>();
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characterController = this.gameObject.GetComponent<CharacterController>();
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leg = transform.GetChild(0).gameObject;
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leg.SetActive(false);
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}
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void Update(){
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Kick();
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}
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void Kick(){
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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 (Input.GetKeyDown(KeyCode.F) && isKicking == false && characterController.isGrounded == false)
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{
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Debug.Log("dive");
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// if kicking in air, kick until grounded (maybe add some foward momentum if needeD)
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isKicking = true;
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isDiveKicking = true;
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leg.SetActive(true);
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}
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//otherwise do ground kick for .3 seconds
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else if (Input.GetKeyDown(KeyCode.F) && isKicking == false){
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Debug.Log("kick");
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StartCoroutine(Kicking(.3f));
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}
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//once dive kick touches ground, set back to normal state
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if(characterController.isGrounded == true && isDiveKicking == true){
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isDiveKicking = false;
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isKicking = false;
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leg.SetActive(false);
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}
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}
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private IEnumerator Kicking(float waitTime){
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isKicking = true;
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leg.SetActive(true);
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yield return new WaitForSeconds(waitTime);
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isKicking = false;
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leg.SetActive(false);
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}
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private void OnCollisionEnter(Collision collision)
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{
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if (!IsLocalPlayer) { return; }
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Collider myCollider = collision.contacts[0].thisCollider;
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if (collision.transform.CompareTag("kickable") && myCollider == leg.GetComponent<Collider>()){
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Vector3 direction = this.transform.forward;
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Debug.Log(direction);
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collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
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}
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}
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}
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@@ -0,0 +1,11 @@
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193
Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dWallRun.cs
Normal file
193
Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dWallRun.cs
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@@ -0,0 +1,193 @@
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using UnityEngine;
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using System.Linq;
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using MLAPI;
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using UnityEngine.Rendering;
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[RequireComponent (typeof(PlayerMovement))]
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public class dWallRun : NetworkBehaviour
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{
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public float wallMaxDistance = 1;
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public float wallSpeedMultiplier = 1.2f;
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public float minimumHeight = 1.2f;
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public float maxAngleRoll = 20;
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[Range(0.0f, 1.0f)]
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public float normalizedAngleThreshold = 0.1f;
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public float jumpDuration = 1;
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public float wallBouncing = 3;
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public float cameraTransitionDuration = 1;
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public float wallGravityDownForce = 20f;
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[Space]
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PlayerMovement playerMovementController;
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Vector3[] directions;
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RaycastHit[] hits;
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bool isWallRunning = false;
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Vector3 lastWallPosition;
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Vector3 lastWallNormal;
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float elapsedTimeSinceJump = 0;
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float elapsedTimeSinceWallAttach = 0;
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float elapsedTimeSinceWallDetatch = 0;
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bool jumping;
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bool isPlayergrounded() => playerMovementController.isGrounded;
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public bool IsWallRunning() => isWallRunning;
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bool CanWallRun()
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||||
{
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float verticalAxis = Input.GetAxisRaw("Vertical");
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||||
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||||
return !isPlayergrounded() && verticalAxis > 0 && VerticalCheck();
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||||
}
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||||
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||||
bool VerticalCheck()
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||||
{
|
||||
return !Physics.Raycast(transform.position, Vector3.down, minimumHeight);
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||||
}
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||||
|
||||
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||||
void Start()
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||||
{
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playerMovementController = GetComponent<PlayerMovement>();
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||||
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directions = new Vector3[]{
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Vector3.right,
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Vector3.right + Vector3.forward,
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||||
Vector3.forward,
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||||
Vector3.left + Vector3.forward,
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Vector3.left
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};
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||||
}
|
||||
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||||
|
||||
public void WallRunRoutine()
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||||
{
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||||
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if (!IsLocalPlayer) { return; }
|
||||
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||||
isWallRunning = false;
|
||||
|
||||
if(playerMovementController.GetJumpPressed())
|
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{
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jumping = true;
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}
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||||
|
||||
if(CanAttach())
|
||||
{
|
||||
hits = new RaycastHit[directions.Length];
|
||||
|
||||
for(int i=0; i<directions.Length; i++)
|
||||
{
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Vector3 dir = transform.TransformDirection(directions[i]);
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Physics.Raycast(transform.position, dir, out hits[i], wallMaxDistance);
|
||||
//if(hits[i].collider != null)
|
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//{
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||||
//Debug.DrawRay(transform.position, dir * hits[i].distance, Color.green);
|
||||
//}
|
||||
//else
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//{
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//Debug.DrawRay(transform.position, dir * wallMaxDistance, Color.red);
|
||||
//}
|
||||
}
|
||||
|
||||
if(CanWallRun())
|
||||
{
|
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hits = hits.ToList().Where(h => h.collider != null).OrderBy(h => h.distance).ToArray();
|
||||
if(hits.Length > 0)
|
||||
{
|
||||
if(hits[0].collider.tag == "WallRun")
|
||||
{
|
||||
OnWall(hits[0]);
|
||||
lastWallPosition = hits[0].point;
|
||||
lastWallNormal = hits[0].normal;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(isWallRunning)
|
||||
{
|
||||
elapsedTimeSinceWallDetatch = 0;
|
||||
elapsedTimeSinceWallAttach += Time.deltaTime;
|
||||
playerMovementController.AddPlayerVelocity((Vector3.down * wallGravityDownForce * Time.deltaTime));
|
||||
}
|
||||
else
|
||||
{
|
||||
elapsedTimeSinceWallAttach = 0;
|
||||
elapsedTimeSinceWallDetatch += Time.deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
bool CanAttach()
|
||||
{
|
||||
if(jumping)
|
||||
{
|
||||
elapsedTimeSinceJump += Time.deltaTime;
|
||||
if(elapsedTimeSinceJump > jumpDuration)
|
||||
{
|
||||
elapsedTimeSinceJump = 0;
|
||||
jumping = false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void OnWall(RaycastHit hit){
|
||||
float d = Vector3.Dot(hit.normal, Vector3.up);
|
||||
if(d >= -normalizedAngleThreshold && d <= normalizedAngleThreshold)
|
||||
{
|
||||
// Vector3 alongWall = Vector3.Cross(hit.normal, Vector3.up);
|
||||
float vertical = Input.GetAxisRaw("Vertical");
|
||||
Vector3 alongWall = transform.TransformDirection(Vector3.forward);
|
||||
|
||||
//Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green);
|
||||
//Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta);
|
||||
|
||||
Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() *Time.deltaTime;// * wallSpeedMultiplier;
|
||||
moveToSet.y = 0;
|
||||
|
||||
playerMovementController.SetPlayerVelocity(moveToSet);
|
||||
//Debug.Log("On Wall");
|
||||
isWallRunning = true;
|
||||
}
|
||||
}
|
||||
|
||||
float CalculateSide()
|
||||
{
|
||||
if(isWallRunning)
|
||||
{
|
||||
Vector3 heading = lastWallPosition - transform.position;
|
||||
Vector3 perp = Vector3.Cross(transform.forward, heading);
|
||||
float dir = Vector3.Dot(perp, transform.up);
|
||||
return dir;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
public float GetCameraRoll() //Cause camera to roll when wall running - call to this is player movement
|
||||
{
|
||||
float dir = CalculateSide();
|
||||
float cameraAngle = playerMovementController.GetPlayerCamera().transform.eulerAngles.z;
|
||||
float targetAngle = 0;
|
||||
if(dir != 0)
|
||||
{
|
||||
targetAngle = Mathf.Sign(dir) * maxAngleRoll;
|
||||
}
|
||||
return Mathf.LerpAngle(cameraAngle, targetAngle, Mathf.Max(elapsedTimeSinceWallAttach, elapsedTimeSinceWallDetatch) / cameraTransitionDuration);
|
||||
}
|
||||
|
||||
public Vector3 GetWallJumpDirection() //Add call in jump where if we are wallrunning and jump, the jump vector is multiplied by this
|
||||
{
|
||||
if(isWallRunning)
|
||||
{
|
||||
return lastWallNormal * wallBouncing + Vector3.up;
|
||||
}
|
||||
return Vector3.zero;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4264f4f7bed1d7499a037436582ed17
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user