fixed king ui issue and player collision

This commit is contained in:
Melbyj1125 2022-03-23 13:32:42 -05:00
parent 80f76a30ff
commit ab1bcb18fb
14 changed files with 168 additions and 45 deletions

View File

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@ -8,13 +8,19 @@ public class RadialMenu : MonoBehaviour
bool UIOn = false;
public GameObject King;
public Camera cam;
Vector3 screenPoint;
[SerializeField]
private Text UItext;
// Update is called once per frame
void Update()
{
if (UIOn == false) {
transform.position = Input.mousePosition;//Moved the UI to where the mouse is
screenPoint = Input.mousePosition;
screenPoint.z = 120f;
transform.position = cam.ScreenToWorldPoint(screenPoint);//Moved the UI to where the mouse is
}
if(Input.GetAxis("RadialMenu") > 0) {//Pressing Q makes the UI appear
if (King.GetComponent<KingPlace>().FirstPlacing == true) {

View File

@ -101,8 +101,8 @@ public class dMoveStateManager : NetworkBehaviour
////
////Initialize Variables
layerMask = (1 << 3) | (1 << 6);
layerMask = ~layerMask;
layerMask = (1 << 0);
//layerMask = ~layerMask;
////
}
@ -230,7 +230,7 @@ public class dMoveStateManager : NetworkBehaviour
//Check if wall is in direction player is moving
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallHitBot, .5f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .5f, layerMask) == true))) && !firstWallHit){
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallHitBot, .35f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .35f, layerMask) == true))) && !firstWallHit){
CancelMomentum();
//Debug.Log(wallHitBot.collider.name);
firstWallHit = true;

View File

@ -101,8 +101,8 @@ public class MoveStateManager : NetworkBehaviour
////
////Initialize Variables
layerMask = (1 << 3) | (1 << 6);
layerMask = ~layerMask;
layerMask = (1 << 0);
//layerMask = ~layerMask;
////
}
@ -226,7 +226,7 @@ public class MoveStateManager : NetworkBehaviour
//Check if wall is in direction player is moving
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallHitBot, .5f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .5f, layerMask) == true))) && !firstWallHit){
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallHitBot, .35f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .35f, layerMask) == true))) && !firstWallHit){
CancelMomentum();
//Debug.Log(wallHitBot.collider.name);
firstWallHit = true;

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