Did some bugfixing and commented on everything

This commit is contained in:
Melbyj1125
2022-02-17 20:55:23 -06:00
parent e74a1c61c0
commit 820b11dd61
40 changed files with 528 additions and 250 deletions

View File

@@ -28,13 +28,11 @@ public class AerialStateManager : NetworkBehaviour
////Objects Sections
GameObject parentObj; // Parent object
public Camera cam; // Camera object
////
////Components Section
public CharacterController moveController; // Character Controller
Rigidbody rB; // Players Rigidbody
CapsuleCollider capCol; // Players Capsule Collider
Animator animator; // Animation Controller
////
@@ -65,43 +63,42 @@ public class AerialStateManager : NetworkBehaviour
RaycastHit groundHit; // ground raycast
//Wallrun
float wallMaxDistance = 3f;
float wallSpeedMultiplier = 1.5f;
float minimumHeight = .1f;
float wallMaxDistance = 3f; // distance to wall that player can attach from
float minimumHeight = .1f; // minimum height player has to be
[Range(0.0f, 1.0f)]
float normalizedAngleThreshold = 0.1f;
float jumpDuration = .02f;
float wallBouncing = 3;
Vector3[] directions;
RaycastHit[] hits;
public bool isWallRunning = false;
Vector3 lastWallPosition;
Vector3 lastWallNormal;
float elapsedTimeSinceJump = 0;
float elapsedTimeSinceWallAttach = 0;
float elapsedTimeSinceWallDetatch = 0;
bool jumping;
float normalizedAngleThreshold = 0.1f; // angle player can attach to wall from
float jumpDuration = .02f; // jump duration
float wallBouncing = 3; // wall bouncing
Vector3[] directions; // cardinal direction to attach to wall
RaycastHit[] hits; // where we hit wall
public bool isWallRunning = false; // if player is wallrunning
Vector3 lastWallPosition; // last wall position
Vector3 lastWallNormal; // last wall normal
float elapsedTimeSinceJump = 0; // time since jump
float elapsedTimeSinceWallAttach = 0; // time since attached to wall
float elapsedTimeSinceWallDetatch = 0; // time since detached
bool jumping; // is player jumping
//Impact Variables
float mass = 5.0F; // mass variable for Impact
Vector3 impact = Vector3.zero; // Impact Vector
//Grapple Variables
public float maxGrabDistance = 30;// Max Distance can cast grapple
public float maxGrabDistance = 50;// Max Distance can cast grapple
public GameObject hookPoint; // Actual Hook points
public GameObject[] hookPoints; // Hook point list
public int hookPointIndex; // Hook point Index
public float distance; // distance of hookpoints
public float maxGrappleDistance = 20; // Max Rope Length
public float maxSwingSpeed = 50;
public float minSwingSpeed = 20;
public float swingAcc = 3f;
public float maxSwingMom = 60;
public bool release = false;
public Vector3 tempRelease;
public Vector3 lerpRelease;
public Vector3 forceDirection;
public bool eHeld;
public float maxGrappleDistance = 25; // Max Rope Length
public float maxSwingSpeed = 50; // max swing speed
public float minSwingSpeed = 20; // min swing speed
public float swingAcc = 3f; // swing acceleration
public float maxSwingMom = 60; // max swing momentum
public bool release = false; // has player ungrappled
public Vector3 tempRelease; // temporary release force vector
public Vector3 lerpRelease; // lerped release force vector
public Vector3 forceDirection; // force direction vector
public bool eHeld; // is e being held
////
void Awake(){
@@ -109,8 +106,6 @@ public class AerialStateManager : NetworkBehaviour
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
rB = GetComponent<Rigidbody>(); //set Rigid Body
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
////
@@ -156,11 +151,20 @@ public class AerialStateManager : NetworkBehaviour
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
//Some functions that need to be active if move controller is active
if(moveController.enabled){
//Allows player to jump
Jump();
//checks ground
GroundCheck();
//Applies downwards movement
DownwardMovement();
//if player has wallrun then do wall run routine
if(pStats.HasWallrun){
WallRunRoutine();
}
@@ -168,7 +172,9 @@ public class AerialStateManager : NetworkBehaviour
//Dissipates Impact
DissipateImpact();
}
else{
//Gravity without moveController
pStats.GravVel -= pStats.PlayerGrav * Time.deltaTime;
rB.AddForce(new Vector3(0,pStats.GravVel,0));
@@ -499,6 +505,7 @@ public class AerialStateManager : NetworkBehaviour
return index;
}
//lerped grapple release force and dissipation of it
public void GrappleReleaseForce(){
if(release){
lerpRelease = Vector3.Lerp(lerpRelease, tempRelease, 9f * Time.deltaTime);