mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-08 10:25:16 -05:00
Cleaned up code
Slide Works again Ragdoll works again Cam is stable New Debugging prefab
This commit is contained in:
@@ -1,10 +1,11 @@
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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 Blink : MonoBehaviour{
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public class Blink : NetworkBehaviour{
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// Start is called before the first frame update
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@@ -42,6 +43,9 @@ public class Blink : MonoBehaviour{
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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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@@ -1,9 +1,10 @@
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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 Dash : MonoBehaviour{
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public class Dash : NetworkBehaviour{
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public Vector3 moveDirection;
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public const float maxDashTime = 1.0f;
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@@ -20,6 +21,9 @@ public class Dash : MonoBehaviour{
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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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@@ -1,8 +1,9 @@
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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 GrapplingHook : MonoBehaviour
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public class GrapplingHook : NetworkBehaviour
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{
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public float maxGrappleDistance = 25;
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@@ -22,6 +23,8 @@ public class GrapplingHook : MonoBehaviour
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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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@@ -1,25 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Kick : MonoBehaviour
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{
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private float kickForce = 50f;
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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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// Update is called once per frame
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void Update(){
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}
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private void OnCollisionEnter(Collision collision)
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{
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if (collision.transform.CompareTag("kickable")){
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Vector3 direction = this.transform.forward;
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Debug.Log(direction);
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collision.rigidbody.AddForce(direction * kickForce, ForceMode.Impulse);
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: f9b52b0ade3c44e47a3a4dc48c47ec1c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,23 +1,33 @@
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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 KickController : MonoBehaviour
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public class KickController : 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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public GameObject 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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@@ -52,4 +62,15 @@ public class KickController : MonoBehaviour
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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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@@ -1,71 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//Mote: This should be refactored at some point
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public class Slide : MonoBehaviour{
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public Camera playerCam;
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private bool isSliding = false;
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private CharacterController charController;
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private PlayerStats playerStats;
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private float orignalTraction;
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private RaycastHit ray;
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private Vector3 up;
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private void Awake(){
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charController = this.gameObject.GetComponentInParent<CharacterController>();
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playerStats = this.gameObject.GetComponentInParent<PlayerStats>();
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up = this.gameObject.GetComponentInParent<Transform>().up;
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}
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// Update is called once per frame
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void Update(){
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//Debug.DrawRay(this.gameObject.transform.position, up, Color.red, 5.0f);
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//NOTE::
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//if button is held down, start sliding
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if (Input.GetKey(KeyCode.Q)){
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if (isSliding == false){
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orignalTraction = playerStats.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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charController.height = 1.0f;
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playerStats.Traction = 0.01f;
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}
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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 (Input.GetKeyUp(KeyCode.Q)) {
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//if nothing is above the object, stop slidding
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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.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
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isSliding = false;
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charController.height = 2.0f;
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playerStats.Traction = orignalTraction;
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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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//if button is not held down, and still slidding (if they let go but something was above them) check to see if something is still above them, if not
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else if (Input.GetKey(KeyCode.Q) == false && isSliding==true){
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//if nothing is above the object, stop slidding
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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.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
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isSliding = false;
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charController.height = 2.0f;
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playerStats.Traction = orignalTraction;
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}
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else
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{
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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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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: aa419fd069f632e479eda138a7764362
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,9 +1,10 @@
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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 WallRun : MonoBehaviour
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public class WallRun : NetworkBehaviour
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{
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public float wallMaxDistance = 1;
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@@ -66,6 +67,9 @@ public class WallRun : MonoBehaviour
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public void WallRunRoutine()
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{
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//if (!IsLocalPlayer) { return; }
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isWallRunning = false;
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if(playerMovementController.GetJumpPressed())
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