Merge branch 'Sprint5Melby'

This commit is contained in:
Melbyj1125
2021-12-03 13:27:33 -06:00
68 changed files with 532 additions and 230 deletions

View File

@@ -28,8 +28,6 @@ public class dKickController : NetworkBehaviour
}
void Kick(){
//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
//custom is grounded
if (Input.GetKeyDown(KeyCode.F) && isKicking == false && characterController.isGrounded == false)
{
Debug.Log("dive");
@@ -67,6 +65,9 @@ public class dKickController : NetworkBehaviour
//if (!IsLocalPlayer) { return; }
Collider myCollider = collision.contacts[0].thisCollider;
if (collision.transform.CompareTag("kickable") && myCollider == leg.GetComponent<Collider>()){
if(collision.gameObject.GetComponent<Rigidbody>().isKinematic == true){
collision.gameObject.GetComponent<Rigidbody>().isKinematic = false;
}
Vector3 direction = this.transform.forward;
Debug.Log(direction);
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);

View File

@@ -7,7 +7,7 @@ using UnityEngine.Rendering;
public class dWallRun : NetworkBehaviour
{
public float wallMaxDistance = 5;
public float wallMaxDistance = .8f;
public float wallSpeedMultiplier = 1.2f;
public float minimumHeight = .1f;
public float maxAngleRoll = 20;
@@ -151,13 +151,35 @@ public class dWallRun : NetworkBehaviour
Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() * Time.deltaTime;// * wallSpeedMultiplier;
Vector3 velNorm = playerMovementController.vel;
velNorm.Normalize();
moveToSet = new Vector3(moveToSet.x * -velNorm.x, moveToSet.y, moveToSet.z * -velNorm.z);
Vector3 moveToSetNorm = moveToSet;
moveToSetNorm.Normalize();
if((moveToSetNorm.x < 0 && velNorm.x > 0)){
moveToSet.x = (moveToSet.x * -velNorm.x);
}
else if((moveToSetNorm.x > 0 && velNorm.x < 0) ){
moveToSet.x = (-moveToSet.x * -velNorm.x);
}
if((moveToSetNorm.z < 0 && velNorm.z > 0)){
moveToSet.z = (moveToSet.z * -velNorm.z);
}
else if((moveToSetNorm.z > 0 && velNorm.z < 0)){
moveToSet.z = (-moveToSet.z * -velNorm.z);
}
moveToSet.y = 0;
playerMovementController.SetPlayerVelocity(moveToSet);
Debug.Log(moveToSet);
isWallRunning = true;
if(playerMovementController.curJumpNum != 0){
playerMovementController.curJumpNum = 0 ;
}
}
}
@@ -175,10 +197,6 @@ public class dWallRun : NetworkBehaviour
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;
}
return lastWallNormal * wallBouncing + (transform.up);
}
}