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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-04-25 16:15:39 -05:00
skyrim is finished mostly
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@ -13,7 +13,7 @@ public class dAerialGrappleAirState : dAerialBaseState
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bool pointReached = false;
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float initialForcePower = 4;
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float initialForcePower = 100;
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public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
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@ -22,7 +22,7 @@ public class dAerialGrappleAirState : dAerialBaseState
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distanceBeneathHook = -3f;
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distanceAfterHook = 8f;
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pointReached = false;
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initialForcePower = 4;
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initialForcePower = 100;
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//refresh jump number
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aSM.curJumpNum = 0;
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@ -83,7 +83,7 @@ public class dAerialGrappleAirState : dAerialBaseState
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//Apply default gravity
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if(!pointReached){
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aSM.moveController.Move(initialForceDirection * initialForcePower);
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aSM.moveController.Move(initialForceDirection * initialForcePower * Time.deltaTime);
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aSM.GravityCalculation(0);
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aSM.pStats.GravVel = 0;
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}
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@ -58,6 +58,7 @@ public class dAerialStateManager : NetworkBehaviour
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//Ground Check
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public bool isGrounded; // is player grounded
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public float groundCheckDistance = 0.05f; // offset distance to check ground
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public float groundSlantDistance = 0.1f;
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const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping
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const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again
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Ray groundRay; // ground ray
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@ -244,6 +245,14 @@ public class dAerialStateManager : NetworkBehaviour
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}
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}
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}
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else if(Physics.Raycast(groundRay, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed){
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if(Vector3.Dot(groundHit.normal, transform.up) > 0f){
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Debug.Log("On a Slant");
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Debug.Log("The grounds Normal" + groundHit.normal);
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moveController.Move(groundHit.normal * 20 * Time.deltaTime);
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mSM.CancelMomentum();
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}
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}
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}
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//Actually applies the downwards movement
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@ -514,7 +523,7 @@ public class dAerialStateManager : NetworkBehaviour
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public void GrappleReleaseForce(){
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if(release){
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currentForcePower *= .90f;
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moveController.Move(postForceDirection * currentForcePower);
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moveController.Move(postForceDirection * currentForcePower * Time.deltaTime);
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if(currentForcePower < .05) release = false;
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}
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@ -62,6 +62,7 @@ public class AerialStateManager : NetworkBehaviour
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//Ground Check
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public bool isGrounded; // is player grounded
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public float groundCheckDistance = 0.05f; // offset distance to check ground
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public float groundSlantDistance = 0.1f;
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const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping
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const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again
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Ray groundRay; // ground ray
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@ -271,6 +272,14 @@ public class AerialStateManager : NetworkBehaviour
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}
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}
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}
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else if(Physics.Raycast(groundRay, out groundHit, moveController.height + groundSlantDistance) && !jumpPressed){
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if(Vector3.Dot(groundHit.normal, transform.up) > 0f){
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Debug.Log("On a Slant");
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Debug.Log("The grounds Normal" + groundHit.normal);
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moveController.Move(groundHit.normal * 20 * Time.deltaTime);
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mSM.CancelMomentum();
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}
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}
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}
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//Actually applies the downwards movement
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@ -13,7 +13,7 @@ public class AerialGrappleAirState : AerialBaseState
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bool pointReached = false;
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float initialForcePower = 4;
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float initialForcePower = 100;
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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@ -22,7 +22,7 @@ public class AerialGrappleAirState : AerialBaseState
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distanceBeneathHook = -3f;
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distanceAfterHook = 8f;
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pointReached = false;
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initialForcePower = 4;
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initialForcePower = 100;
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//refresh jump number
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aSM.curJumpNum = 0;
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@ -83,7 +83,7 @@ public class AerialGrappleAirState : AerialBaseState
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//Apply default gravity
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if(!pointReached){
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aSM.moveController.Move(initialForceDirection * initialForcePower);
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aSM.moveController.Move(initialForceDirection * initialForcePower * Time.deltaTime);
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aSM.GravityCalculation(0);
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aSM.pStats.GravVel = 0;
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}
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