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
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@@ -105,7 +105,8 @@ public class PlayerMovement : NetworkBehaviour
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// Don't do movement unless this is the local player controlling it
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// Otherwise we let the server handle moving us
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if (!IsLocalPlayer) { return; }
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//if (!IsLocalPlayer) { return; }
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// Don't lock the cursor multiple times if this isn't the local player
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// Also don't want to lock the cursor for the king
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@@ -118,12 +119,14 @@ public class PlayerMovement : NetworkBehaviour
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{
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// Don't do movement unless this is the local player controlling it
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// Otherwise we let the server handle moving us
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if (!IsLocalPlayer) { return; }
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//if (!IsLocalPlayer) { return; }
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//Controls for camera
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Rotation();
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//Allow Movement when moveController is enabled
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if(moveController.enabled == true){
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//input controls for movement
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@@ -150,18 +153,17 @@ public class PlayerMovement : NetworkBehaviour
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//Debug.LogWarning("MoveController is either Disabled or wasn't retrieved correctly");
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}
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//TESTING RAGDOLL STUFF NEEDS SOME WORK
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//TEMP FOR TESTING RAGDOLL
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//Right Click to ragdoll the player
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if (Input.GetMouseButton(1) && heldDown == false){
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getHit(new Vector3(vel.x, 0, vel.z), 30);
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heldDown = true;
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}
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if(!Input.GetMouseButton(1)){
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heldDown = false;
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}
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//TEMP FOR TESTING
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//Checks if player should respawn
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Respawn();
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@@ -174,6 +176,7 @@ public class PlayerMovement : NetworkBehaviour
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{
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//Check if player is grounded before each frame
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GroundCheck();
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//Keyboard inputs
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//Checks if movement keys have been pressed and calculates correct vector
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@@ -195,6 +198,7 @@ public class PlayerMovement : NetworkBehaviour
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//Slide Function
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Slide();
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//Move Player
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moveController.Move(driftVel);
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}
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@@ -231,9 +235,11 @@ public class PlayerMovement : NetworkBehaviour
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//Applies impact in a direction with the given force
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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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{
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//if (!IsLocalPlayer) { return; }
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dir.Normalize();
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if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground
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impact += dir.normalized * force / mass;
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@@ -301,11 +307,6 @@ public class PlayerMovement : NetworkBehaviour
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cam.transform.localEulerAngles = camRotation;
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}
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/*
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else{
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cam.transform.localEulerAngles = cam.transform.localEulerAngles - rotOffset;
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}
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*/
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}
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@@ -353,7 +354,7 @@ public class PlayerMovement : NetworkBehaviour
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}
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//Checks if player is grounded
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void GroundCheck()
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{
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// Make sure that the ground check distance while already in air is very small, to prevent suddenly snapping to ground
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@@ -432,7 +433,7 @@ public class PlayerMovement : NetworkBehaviour
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pStats.Traction = 0.01f;
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}
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pStats.Traction += .02f;
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pStats.Traction += .004f;
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}
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else{
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qDown = false;
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@@ -453,24 +454,6 @@ public class PlayerMovement : NetworkBehaviour
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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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moveController.height = 2.0f;
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pStats.Traction = originalTraction;
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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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