added debug updates to regular scripts

This commit is contained in:
Melbyj1125
2021-12-10 13:30:43 -06:00
parent 614e0aa685
commit 9bc571dded
2 changed files with 26 additions and 7 deletions

View File

@@ -12,12 +12,12 @@ public class KickController : NetworkBehaviour
//slightly bad practice, when merging find a better work around
private bool isDiveKicking = false;
private CharacterController characterController;
public PlayerMovement pMove;
public PlayerStats pStats;
void Start(){
pStats = GetComponent<PlayerStats>();
pMove = GetComponent<PlayerMovement>();
characterController = this.gameObject.GetComponent<CharacterController>();
leg = transform.GetChild(0).gameObject;
leg.SetActive(false);
@@ -31,7 +31,7 @@ public class KickController : NetworkBehaviour
//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
//custom is grounded
//If F is pressed or gamepad right trigger is pulled
if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && characterController.isGrounded == false)
if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && pMove.isGrounded == false)
{
Debug.Log("dive");
// if kicking in air, kick until grounded (maybe add some foward momentum if needeD)
@@ -40,12 +40,13 @@ public class KickController : NetworkBehaviour
leg.SetActive(true);
}
//otherwise do ground kick for .3 seconds
else if (( Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false){
else if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false){
StartCoroutine(Kicking(.3f));
}
//once dive kick touches ground, set back to normal state
if(characterController.isGrounded == true && isDiveKicking == true){
if (pMove.isGrounded == true && isDiveKicking == true)
{
isDiveKicking = false;
isKicking = false;
leg.SetActive(false);
@@ -62,7 +63,7 @@ public class KickController : NetworkBehaviour
}
private void OnCollisionEnter(Collision collision)
private void OnCollisionEnter(Collision collision)
{
//if (!IsLocalPlayer) { return; }
Collider myCollider = collision.contacts[0].thisCollider;
@@ -75,7 +76,7 @@ public class KickController : NetworkBehaviour
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
}
if (collision.transform.CompareTag("destroyable") && myCollider == leg.GetComponent<Collider>()){
collision.rigidbody.gameObject.GetComponent<BreakableBlock>().damage(pStats.KickPow);
collision.transform.gameObject.GetComponent<BreakableBlock>().damage(pStats.KickPow);
}
}

View File

@@ -89,6 +89,9 @@ public class PlayerMovement : NetworkBehaviour
//Blink
private Blink blink;
//Animation controller
Animator animator;
void Awake()
{
//Initialize Player Components
@@ -97,6 +100,7 @@ public class PlayerMovement : NetworkBehaviour
capCol = GetComponent<CapsuleCollider>(); // Capsule Collider
capCol.enabled = false;
parentObj = transform.parent.gameObject;
animator = GetComponent<Animator>();
//Initialize Scripts
pStats = GetComponent<PlayerStats>(); // PlayerStats
@@ -196,6 +200,20 @@ public class PlayerMovement : NetworkBehaviour
//Slide Function
Slide();
//move animation
//if vel from input is greater than 0, start sprinting animation
if (PlayerSpeed() > 0.1)
{
//Debug.Log(driftVel.magnitude);
if(animator != null) animator.SetBool("isRunning", true);
}
//if low enough movement from player (this will be still at this value) stop animation
else if (driftVel.magnitude < .510f)
{
if(animator != null) animator.SetBool("isRunning", false);
}
//Move Player
moveController.Move(driftVel + (moveY * Time.deltaTime));
}