mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-09 19:05:16 -05:00
Merge branch 'main' of https://github.com/Lautha1/TheKingsRace into main
This commit is contained in:
99
Assets/Scripts/PlayerScripts/MovementAbilities/Blink.cs
Normal file
99
Assets/Scripts/PlayerScripts/MovementAbilities/Blink.cs
Normal file
@@ -0,0 +1,99 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
|
||||
public class Blink : MonoBehaviour{
|
||||
|
||||
// Start is called before the first frame update
|
||||
|
||||
private Camera cam;
|
||||
public CharacterController controller;
|
||||
//Blink Variables
|
||||
private LineRenderer beam;
|
||||
private Vector3 origin;
|
||||
private Vector3 endPoint;
|
||||
private Vector3 mousePos;
|
||||
private RaycastHit hit;
|
||||
|
||||
LayerMask ignoreP;
|
||||
/////
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
beam = gameObject.AddComponent<LineRenderer>();
|
||||
beam.startWidth = 0.2f;
|
||||
beam.endWidth = 0.2f;
|
||||
beam.enabled = false;
|
||||
|
||||
ignoreP = LayerMask.GetMask("Player");
|
||||
|
||||
controller = GetComponent<CharacterController>();
|
||||
}
|
||||
void Start(){
|
||||
|
||||
// Grab the main camera.
|
||||
//camera transform
|
||||
cam = GetComponentInChildren<Camera>();
|
||||
}
|
||||
|
||||
//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
|
||||
//blinks the player forwards
|
||||
private void BlinkMove()
|
||||
{
|
||||
if (Input.GetMouseButton(1))
|
||||
{
|
||||
// Finding the origin and end point of laser.
|
||||
origin = transform.position + transform.forward * transform.lossyScale.z;
|
||||
|
||||
// Finding mouse pos in 3D space.
|
||||
mousePos = Input.mousePosition;
|
||||
mousePos.z = 20f;
|
||||
endPoint = cam.ScreenToWorldPoint(mousePos);
|
||||
|
||||
// Find direction of beam.
|
||||
Vector3 dir = endPoint - origin;
|
||||
dir.Normalize();
|
||||
|
||||
// Are we hitting any colliders?
|
||||
if (Physics.Raycast(origin, dir, out hit, 20f))
|
||||
{
|
||||
// If yes, then set endpoint to hit-point.
|
||||
endPoint = hit.point;
|
||||
}
|
||||
|
||||
// Set end point of laser.
|
||||
beam.SetPosition(0, origin);
|
||||
beam.SetPosition(1, endPoint);
|
||||
// Draw the laser!
|
||||
beam.enabled = true;
|
||||
/*Ray ray = camera.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit raycastHit;
|
||||
|
||||
if (Physics.Raycast(ray, out raycastHit, 5.0f)){
|
||||
LineRenderer.SetPosition(1, raycastHit.point);
|
||||
}*/
|
||||
|
||||
}
|
||||
|
||||
else if (!Input.GetMouseButton(1) && beam.enabled == true)
|
||||
{
|
||||
beam.enabled = false;
|
||||
//if teleporting due to hit to object, bump them a bit outside normal
|
||||
if (hit.point != null)
|
||||
{
|
||||
transform.position = endPoint + hit.normal * 1.25f;
|
||||
|
||||
}
|
||||
//if teleporting in the air or something, just spawn at endpoint
|
||||
else
|
||||
{
|
||||
|
||||
transform.position = endPoint;
|
||||
}
|
||||
//reenable character controller
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/Scripts/PlayerScripts/MovementAbilities/Blink.cs.meta
Normal file
11
Assets/Scripts/PlayerScripts/MovementAbilities/Blink.cs.meta
Normal file
@@ -0,0 +1,11 @@
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39
Assets/Scripts/PlayerScripts/MovementAbilities/Dash.cs
Normal file
39
Assets/Scripts/PlayerScripts/MovementAbilities/Dash.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class Dash : MonoBehaviour{
|
||||
public Vector3 moveDirection;
|
||||
|
||||
public const float maxDashTime = 1.0f;
|
||||
public float dashDistance = 10;
|
||||
public float dashStoppingSpeed = 0.1f;
|
||||
float currentDashTime = maxDashTime;
|
||||
float dashSpeed = 12;
|
||||
|
||||
CharacterController characterController;
|
||||
|
||||
void Start(){
|
||||
characterController = this.gameObject.GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
|
||||
void FixedUpdate(){
|
||||
if (Input.GetKeyDown(KeyCode.E))
|
||||
{
|
||||
currentDashTime = 0;
|
||||
}
|
||||
if(currentDashTime < maxDashTime)
|
||||
{
|
||||
moveDirection = transform.forward * dashDistance;
|
||||
currentDashTime += dashStoppingSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
moveDirection = Vector3.zero;
|
||||
}
|
||||
characterController.Move(moveDirection * Time.deltaTime * dashSpeed);
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/Scripts/PlayerScripts/MovementAbilities/Dash.cs.meta
Normal file
11
Assets/Scripts/PlayerScripts/MovementAbilities/Dash.cs.meta
Normal file
@@ -0,0 +1,11 @@
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104
Assets/Scripts/PlayerScripts/MovementAbilities/GrapplingHook.cs
Normal file
104
Assets/Scripts/PlayerScripts/MovementAbilities/GrapplingHook.cs
Normal file
@@ -0,0 +1,104 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GrapplingHook : MonoBehaviour
|
||||
{
|
||||
public float maxGrappleDistance = 25;
|
||||
|
||||
private bool isGrappled;
|
||||
private int hookPointIndex;
|
||||
private GameObject hookPoint;
|
||||
private GameObject[] hookPoints;
|
||||
private float distance;
|
||||
|
||||
private CharacterController movementController;
|
||||
private PlayerMovement playerMovement;
|
||||
private PlayerStats pStats;
|
||||
private float ropeLength;
|
||||
private float climbRate = 5;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
isGrappled = false;
|
||||
hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
|
||||
movementController = gameObject.GetComponent<CharacterController>();
|
||||
playerMovement = gameObject.GetComponent<PlayerMovement>();
|
||||
pStats = gameObject.GetComponent<PlayerStats>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.E)) //If grapple button is hit
|
||||
{
|
||||
if (!isGrappled) //If we are not grappling
|
||||
{
|
||||
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
|
||||
if (hookPointIndex != -1) //If there is a hookpoint
|
||||
{
|
||||
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
|
||||
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
|
||||
isGrappled = true; //toggle grappling state
|
||||
}
|
||||
}
|
||||
else //Else we are grappling
|
||||
{
|
||||
//physics tear down?
|
||||
isGrappled = false; //toggle grappling state to release
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (isGrappled)
|
||||
{
|
||||
Debug.DrawRay(gameObject.transform.position, (hookPoint.transform.position - gameObject.transform.position)); //Visual of line
|
||||
|
||||
if (Input.GetKey(KeyCode.LeftShift)) //Extend hook
|
||||
{
|
||||
ropeLength += climbRate * Time.deltaTime;
|
||||
if (ropeLength > maxGrappleDistance)
|
||||
{
|
||||
ropeLength = maxGrappleDistance;
|
||||
}
|
||||
//Debug.Log(ropeLength.ToString());
|
||||
}
|
||||
if (Input.GetKey(KeyCode.RightShift)) // Retract Hook
|
||||
{
|
||||
ropeLength -= climbRate * Time.deltaTime;
|
||||
if (ropeLength < 5)
|
||||
{
|
||||
ropeLength = 5;
|
||||
}
|
||||
//Debug.Log(ropeLength.ToString());
|
||||
}
|
||||
//Do grappling physics based on hookPoint
|
||||
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength)
|
||||
{
|
||||
//Impact Based
|
||||
playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav);
|
||||
//Character controller move?
|
||||
//movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength*Time.deltaTime);
|
||||
//Lerp? or another smoother way? Better physics? Wait until refinement to deal with
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int FindHookPoint()
|
||||
{
|
||||
float least = maxGrappleDistance;
|
||||
int index = -1;
|
||||
for(int i = 0; i<hookPoints.Length; i++)
|
||||
{
|
||||
distance = Vector3.Distance(gameObject.transform.position, hookPoints[i].transform.position);
|
||||
if (distance <= least)
|
||||
{
|
||||
index = i;
|
||||
}
|
||||
}
|
||||
return index;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
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25
Assets/Scripts/PlayerScripts/MovementAbilities/Kick.cs
Normal file
25
Assets/Scripts/PlayerScripts/MovementAbilities/Kick.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Kick : MonoBehaviour
|
||||
{
|
||||
private float kickForce = 100f;
|
||||
// Start is called before the first frame update
|
||||
void Start(){
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (collision.transform.CompareTag("kickable")){
|
||||
Vector3 direction = this.transform.forward;
|
||||
Debug.Log(direction);
|
||||
collision.rigidbody.AddForce(direction * kickForce, ForceMode.Impulse);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/PlayerScripts/MovementAbilities/Kick.cs.meta
Normal file
11
Assets/Scripts/PlayerScripts/MovementAbilities/Kick.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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@@ -0,0 +1,55 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class KickController : MonoBehaviour
|
||||
{
|
||||
//Important, may want to change blink code to only work for trigger collider
|
||||
// so that the player doesn't teleport to their leg
|
||||
public GameObject leg;
|
||||
private bool isKicking = false;
|
||||
//slightly bad practice, when merging find a better work around
|
||||
private bool isDiveKicking = false;
|
||||
private CharacterController characterController;
|
||||
|
||||
void Start(){
|
||||
characterController = this.gameObject.GetComponent<CharacterController>();
|
||||
|
||||
}
|
||||
|
||||
void Update(){
|
||||
//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");
|
||||
// if kicking in air, kick until grounded (maybe add some foward momentum if needeD)
|
||||
isKicking = true;
|
||||
isDiveKicking = true;
|
||||
leg.SetActive(true);
|
||||
}
|
||||
//otherwise do ground kick for .3 seconds
|
||||
else if (Input.GetKeyDown(KeyCode.F) && isKicking == false){
|
||||
Debug.Log("kick");
|
||||
StartCoroutine(Kicking(.3f));
|
||||
}
|
||||
|
||||
//once dive kick touches ground, set back to normal state
|
||||
if(characterController.isGrounded == true && isDiveKicking == true){
|
||||
isDiveKicking = false;
|
||||
isKicking = false;
|
||||
leg.SetActive(false);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator Kicking(float waitTime){
|
||||
isKicking = true;
|
||||
leg.SetActive(true);
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
isKicking = false;
|
||||
leg.SetActive(false);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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36
Assets/Scripts/PlayerScripts/MovementAbilities/Nitro.cs
Normal file
36
Assets/Scripts/PlayerScripts/MovementAbilities/Nitro.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Nitro : MonoBehaviour
|
||||
{
|
||||
private PlayerStats playerStats;
|
||||
private CoolDown driver;
|
||||
private bool isOnCoolDown = false;
|
||||
//this will need to be set from scritable object or something;
|
||||
private float coolDown;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start(){
|
||||
playerStats = GetComponent<PlayerStats>();
|
||||
coolDown = 5.0f;
|
||||
//retrieves
|
||||
driver = FindObjectOfType<CoolDown>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
//once cooldowns are implemented, put this on one (a long one)
|
||||
if (Input.GetKeyDown(KeyCode.LeftShift) && isOnCoolDown == false){
|
||||
playerStats.CurVel = playerStats.MaxVel;
|
||||
StartCoroutine(startCoolDown());
|
||||
}
|
||||
}
|
||||
private IEnumerator startCoolDown(){
|
||||
Debug.Log("start corotine");
|
||||
isOnCoolDown = true;
|
||||
driver.startUICooldown("Nitro");
|
||||
yield return new WaitForSeconds(coolDown);
|
||||
isOnCoolDown = false;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/PlayerScripts/MovementAbilities/Nitro.cs.meta
Normal file
11
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Normal file
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71
Assets/Scripts/PlayerScripts/MovementAbilities/Slide.cs
Normal file
71
Assets/Scripts/PlayerScripts/MovementAbilities/Slide.cs
Normal file
@@ -0,0 +1,71 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
//Mote: This should be refactored at some point
|
||||
public class Slide : MonoBehaviour{
|
||||
|
||||
public Camera playerCam;
|
||||
private bool isSliding = false;
|
||||
private CharacterController charController;
|
||||
private PlayerStats playerStats;
|
||||
private float orignalTraction;
|
||||
private RaycastHit ray;
|
||||
private Vector3 up;
|
||||
|
||||
private void Awake(){
|
||||
charController = this.gameObject.GetComponentInParent<CharacterController>();
|
||||
playerStats = this.gameObject.GetComponentInParent<PlayerStats>();
|
||||
up = this.gameObject.GetComponentInParent<Transform>().up;
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
//Debug.DrawRay(this.gameObject.transform.position, up, Color.red, 5.0f);
|
||||
//NOTE::
|
||||
//if button is held down, start sliding
|
||||
|
||||
if (Input.GetKey(KeyCode.Q)){
|
||||
if (isSliding == false){
|
||||
orignalTraction = playerStats.Traction;
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = true;
|
||||
charController.height = 1.0f;
|
||||
playerStats.Traction = 0.01f;
|
||||
|
||||
}
|
||||
}
|
||||
//NOTE: potentialy change this to only allow player back up if there is nothing above them
|
||||
if (Input.GetKeyUp(KeyCode.Q)) {
|
||||
//if nothing is above the object, stop slidding
|
||||
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
|
||||
{
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = false;
|
||||
charController.height = 2.0f;
|
||||
playerStats.Traction = orignalTraction;
|
||||
|
||||
}
|
||||
else{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
}
|
||||
}
|
||||
//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
|
||||
else if (Input.GetKey(KeyCode.Q) == false && isSliding==true){
|
||||
//if nothing is above the object, stop slidding
|
||||
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
|
||||
{
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = false;
|
||||
charController.height = 2.0f;
|
||||
playerStats.Traction = orignalTraction;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/PlayerScripts/MovementAbilities/Slide.cs.meta
Normal file
11
Assets/Scripts/PlayerScripts/MovementAbilities/Slide.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aa419fd069f632e479eda138a7764362
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
197
Assets/Scripts/PlayerScripts/MovementAbilities/WallRun.cs
Normal file
197
Assets/Scripts/PlayerScripts/MovementAbilities/WallRun.cs
Normal file
@@ -0,0 +1,197 @@
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
[RequireComponent (typeof(PlayerMovement))]
|
||||
public class WallRun : MonoBehaviour
|
||||
{
|
||||
|
||||
public float wallMaxDistance = 1;
|
||||
public float wallSpeedMultiplier = 1.2f;
|
||||
public float minimumHeight = 1.2f;
|
||||
public float maxAngleRoll = 20;
|
||||
[Range(0.0f, 1.0f)]
|
||||
public float normalizedAngleThreshold = 0.1f;
|
||||
|
||||
public float jumpDuration = 1;
|
||||
public float wallBouncing = 3;
|
||||
public float cameraTransitionDuration = 1;
|
||||
|
||||
public float wallGravityDownForce = 20f;
|
||||
|
||||
[Space]
|
||||
PlayerMovement playerMovementController;
|
||||
|
||||
Vector3[] directions;
|
||||
RaycastHit[] hits;
|
||||
|
||||
bool isWallRunning = false;
|
||||
Vector3 lastWallPosition;
|
||||
Vector3 lastWallNormal;
|
||||
float elapsedTimeSinceJump = 0;
|
||||
float elapsedTimeSinceWallAttach = 0;
|
||||
float elapsedTimeSinceWallDetatch = 0;
|
||||
bool jumping;
|
||||
private bool regainedJump = false;
|
||||
|
||||
bool isPlayergrounded() => playerMovementController.isGrounded;
|
||||
|
||||
public bool IsWallRunning() => isWallRunning;
|
||||
|
||||
bool CanWallRun()
|
||||
{
|
||||
float verticalAxis = Input.GetAxisRaw("Vertical");
|
||||
|
||||
return !isPlayergrounded() && verticalAxis > 0 && VerticalCheck();
|
||||
}
|
||||
|
||||
bool VerticalCheck()
|
||||
{
|
||||
return !Physics.Raycast(transform.position, Vector3.down, minimumHeight);
|
||||
}
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
playerMovementController = GetComponent<PlayerMovement>();
|
||||
|
||||
directions = new Vector3[]{
|
||||
Vector3.right,
|
||||
Vector3.right + Vector3.forward,
|
||||
Vector3.forward,
|
||||
Vector3.left + Vector3.forward,
|
||||
Vector3.left
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
public void WallRunRoutine()
|
||||
{
|
||||
isWallRunning = false;
|
||||
|
||||
if(playerMovementController.GetJumpPressed())
|
||||
{
|
||||
jumping = true;
|
||||
}
|
||||
|
||||
if(CanAttach())
|
||||
{
|
||||
hits = new RaycastHit[directions.Length];
|
||||
|
||||
for(int i=0; i<directions.Length; i++)
|
||||
{
|
||||
Vector3 dir = transform.TransformDirection(directions[i]);
|
||||
Physics.Raycast(transform.position, dir, out hits[i], wallMaxDistance);
|
||||
//if(hits[i].collider != null)
|
||||
//{
|
||||
//Debug.DrawRay(transform.position, dir * hits[i].distance, Color.green);
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
//Debug.DrawRay(transform.position, dir * wallMaxDistance, Color.red);
|
||||
//}
|
||||
}
|
||||
|
||||
if(CanWallRun())
|
||||
{
|
||||
hits = hits.ToList().Where(h => h.collider != null).OrderBy(h => h.distance).ToArray();
|
||||
if(hits.Length > 0)
|
||||
{
|
||||
if(hits[0].collider.tag == "WallRun")
|
||||
{
|
||||
OnWall(hits[0]);
|
||||
lastWallPosition = hits[0].point;
|
||||
lastWallNormal = hits[0].normal;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(isWallRunning)
|
||||
{
|
||||
elapsedTimeSinceWallDetatch = 0;
|
||||
elapsedTimeSinceWallAttach += Time.deltaTime;
|
||||
playerMovementController.AddPlayerVelocity((Vector3.down * wallGravityDownForce * Time.deltaTime));
|
||||
if (elapsedTimeSinceWallAttach > 0.125f && regainedJump == false)//Allows players to always jump off of walls
|
||||
{
|
||||
regainedJump = true;
|
||||
playerMovementController.decrementCurrentJumpNumber();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
elapsedTimeSinceWallAttach = 0;
|
||||
elapsedTimeSinceWallDetatch += Time.deltaTime;
|
||||
regainedJump = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool CanAttach()
|
||||
{
|
||||
if(jumping)
|
||||
{
|
||||
elapsedTimeSinceJump += Time.deltaTime;
|
||||
if(elapsedTimeSinceJump > jumpDuration)
|
||||
{
|
||||
elapsedTimeSinceJump = 0;
|
||||
jumping = false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void OnWall(RaycastHit hit){
|
||||
float d = Vector3.Dot(hit.normal, Vector3.up);
|
||||
if(d >= -normalizedAngleThreshold && d <= normalizedAngleThreshold)
|
||||
{
|
||||
// Vector3 alongWall = Vector3.Cross(hit.normal, Vector3.up);
|
||||
float vertical = Input.GetAxisRaw("Vertical");
|
||||
Vector3 alongWall = transform.TransformDirection(Vector3.forward);
|
||||
|
||||
//Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green);
|
||||
//Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta);
|
||||
|
||||
Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() *Time.deltaTime;// * wallSpeedMultiplier;
|
||||
moveToSet.y = 0;
|
||||
Vector3 cancelDrop = new Vector3(0, 0.01f, 0);
|
||||
playerMovementController.SetPlayerVelocity(moveToSet);
|
||||
playerMovementController.AddPlayerVelocity(cancelDrop);
|
||||
//Debug.Log("On Wall");
|
||||
isWallRunning = true;
|
||||
}
|
||||
}
|
||||
|
||||
float CalculateSide()
|
||||
{
|
||||
if(isWallRunning)
|
||||
{
|
||||
Vector3 heading = lastWallPosition - transform.position;
|
||||
Vector3 perp = Vector3.Cross(transform.forward, heading);
|
||||
float dir = Vector3.Dot(perp, transform.up);
|
||||
return dir;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
public float GetCameraRoll() //Cause camera to roll when wall running - call to this is player movement
|
||||
{
|
||||
float dir = CalculateSide();
|
||||
float cameraAngle = playerMovementController.GetPlayerCamera().transform.eulerAngles.z;
|
||||
float targetAngle = 0;
|
||||
if(dir != 0)
|
||||
{
|
||||
targetAngle = Mathf.Sign(dir) * maxAngleRoll;
|
||||
}
|
||||
return Mathf.LerpAngle(cameraAngle, targetAngle, Mathf.Max(elapsedTimeSinceWallAttach, elapsedTimeSinceWallDetatch) / cameraTransitionDuration);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
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guid: 535009eaa735a4c4e95c6fc270e32741
|
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MonoImporter:
|
||||
externalObjects: {}
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
|
||||
Reference in New Issue
Block a user