Reworked Jumping slightly

Added Coyote Jump
Fixed Wallrun Again
Fixed Glider
This commit is contained in:
Melbyj1125
2021-12-06 14:16:41 -06:00
parent 5a8b657e16
commit bd36986887
7 changed files with 126 additions and 62 deletions

View File

@@ -18,6 +18,7 @@ public class dPlayerMovement : NetworkBehaviour
private Vector3 moveZ;
private Vector3 moveX;
private Vector3 driftVel;
private Vector3 lerpY;
//Player prefab
private GameObject parentObj;
@@ -27,9 +28,11 @@ public class dPlayerMovement : NetworkBehaviour
//Jump value
public int curJumpNum;
private bool jumpPressed;
private bool jumpHeld;
bool tempSet = false;
float tempTraction = 0.0f;
float jumpTimer = 0.2f;
float curJumpTimer;
//Jump physics
private float mass = 5.0F; // defines the character mass
@@ -49,7 +52,6 @@ public class dPlayerMovement : NetworkBehaviour
private RaycastHit groundHit;
//Camera Variables
private LayerMask ignoreP;
private Vector3 camRotation;
public Camera cam;
@@ -97,6 +99,8 @@ public class dPlayerMovement : NetworkBehaviour
blink = gameObject.GetComponent<dBlink>();
up = this.gameObject.GetComponentInParent<Transform>().up;
curJumpTimer = jumpTimer;
}
void Start()
@@ -194,19 +198,22 @@ public class dPlayerMovement : NetworkBehaviour
//player vector should be under the circumstances
vel = moveX + moveZ;
Jump();
//Gravity
Gravity();
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction * Time.deltaTime);
//Moving outside basic wasd
//Jump Function
Jump();
//Slide Function
Slide();
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
Vector3 moveY = new Vector3(0,vel.y,0);
lerpY = Vector3.Lerp(lerpY, moveY, 3 * Time.deltaTime);
//Move Player
moveController.Move(driftVel);
moveController.Move(driftVel + lerpY);
}
@@ -259,36 +266,41 @@ public class dPlayerMovement : NetworkBehaviour
private void Jump()
{
//If space/south gamepad button is pressed apply an upwards force to the player
if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
{
if(wallRun.IsWallRunning()){
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 1.3f);
AddImpact(transform.up, pStats.JumpPow);
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 20f);
vel.y = pStats.JumpPow;
}
else{
AddImpact(transform.up, pStats.JumpPow);
vel.y = pStats.JumpPow;
}
curJumpNum++;
jumpPressed = true;
jumpHeld = true;
}
lastTimeJumped = Time.time;
//If grounded no jumps have been used
if(isGrounded){
if(isGrounded) curJumpTimer = jumpTimer;
else curJumpTimer -= Time.deltaTime;
if(jumpHeld) curJumpTimer = 0;
if(curJumpTimer == jumpTimer){
curJumpNum = 0;
}
//If space/south face gamepad button isn't being pressed then jump is false
if (Input.GetAxis("Jump") == 0) jumpPressed = false;
if (Input.GetAxis("Jump") == 0) jumpHeld = false;
}
//PlayerScript
public bool GetJumpPressed(){
return jumpPressed;
return jumpHeld;
}
public Camera GetPlayerCamera()
@@ -356,31 +368,33 @@ public class dPlayerMovement : NetworkBehaviour
private void Gravity(){
//Gliding
if(jumpPressed && pStats.HasGlider){
vel.y -= (pStats.PlayerGrav-18) * Time.deltaTime;
if(jumpHeld && pStats.HasGlider){
Debug.Log("x");
vel.y -= (pStats.PlayerGrav-40) * Time.deltaTime;
if(tempSet == false){
tempTraction = pStats.Traction;
pStats.Traction = 1.0f;
tempSet = true;
}
}
else if(!jumpPressed && pStats.HasGlider){
else if(!jumpHeld && pStats.HasGlider){
Debug.Log("y");
if(tempSet == true){
pStats.Traction = tempTraction;
tempSet = false;
}
//Normal Gravity
vel.y -= pStats.PlayerGrav * Time.deltaTime;
//if coyoteJump is over fall
if(curJumpTimer <= 0) vel.y -= pStats.PlayerGrav * Time.deltaTime;
}
//Wallrunning
else if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
else{
vel.y -= pStats.PlayerGrav * Time.deltaTime;
//if coyoteJump is over fall
if(curJumpTimer <= 0) vel.y -= pStats.PlayerGrav * Time.deltaTime;
}
}
@@ -393,7 +407,8 @@ public class dPlayerMovement : NetworkBehaviour
// reset values before the ground check
isGrounded = false;
groundRay = new Ray(moveController.transform.position, Vector3.down);
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance)) //&& Time.time >= lastTimeJumped + jumpGroundingPreventionTime) // only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpHeld ) //&& Time.time >= lastTimeJumped + jumpGroundingPreventionTime) // only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping
{
// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
if (Vector3.Dot(groundHit.normal, transform.up) > 0f)
@@ -402,7 +417,7 @@ public class dPlayerMovement : NetworkBehaviour
// handle snapping to the ground
if (groundHit.distance > moveController.skinWidth)
{
moveController.Move(Vector3.down * groundHit.distance);
//moveController.Move(Vector3.down * groundHit.distance);
}
}
}