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https://github.com/Leahnaya/TheKingsRace.git
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Merge branch 'Sprint5Melby'
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@@ -28,7 +28,7 @@ public class PlayerMovement : NetworkBehaviour
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private CharacterController moveController;
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//Jump value
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private int curJumpNum;
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public int curJumpNum;
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private bool jumpPressed;
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bool tempSet = false;
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float tempTraction = 0.0f;
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@@ -67,7 +67,7 @@ public class PlayerMovement : NetworkBehaviour
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private Rigidbody rB;
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private CapsuleCollider capCol;
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private bool firstHit = false;
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private bool heldDown = false;
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//private bool heldDown = false; //Variable for testing ragdoll reenable if needed
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private bool beginRagTimer = false;
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private float ragTime;
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private Vector3 prevRot;
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@@ -241,7 +241,13 @@ public class PlayerMovement : NetworkBehaviour
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//If space is pressed apply an upwards force to the player
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if ((Input.GetAxis("Jump") != 0) && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
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{
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AddImpact(transform.up, pStats.JumpPow);
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if(wallRun.IsWallRunning()){
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AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 1.3f);
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AddImpact(transform.up, pStats.JumpPow);
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}
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else{
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AddImpact(transform.up, pStats.JumpPow);
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}
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curJumpNum++;
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jumpPressed = true;
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}
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@@ -293,13 +299,13 @@ public class PlayerMovement : NetworkBehaviour
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Vector3 lastCamPos = new Vector3(0,0,0);
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Vector3 rotOffset = transform.localEulerAngles;
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if(moveController.enabled){
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transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
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camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
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camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
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camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
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cam.transform.localEulerAngles = camRotation;
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cam.transform.localEulerAngles = camRotation;
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}
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}
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@@ -330,7 +336,7 @@ public class PlayerMovement : NetworkBehaviour
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tempSet = true;
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}
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}
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else{
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else if(!jumpPressed && pStats.HasGlider){
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if(tempSet == true){
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pStats.Traction = tempTraction;
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@@ -342,9 +348,11 @@ public class PlayerMovement : NetworkBehaviour
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}
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//Wallrunning
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if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
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//If gliding
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//Go down slowly
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else if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
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else{
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vel.y -= pStats.PlayerGrav * Time.deltaTime;
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}
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}
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