mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 09:54:28 -05:00
Merge branch 'MelbyFinalSprint'
This commit is contained in:
@@ -5,7 +5,7 @@ using UnityEngine;
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public class dGrapplingHook : NetworkBehaviour
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{
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public float maxGrappleDistance = 25;
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public float maxGrappleDistance = 25;
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public bool isGrappled;
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private int hookPointIndex;
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@@ -16,14 +16,13 @@ public class dGrapplingHook : NetworkBehaviour
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private CharacterController movementController;
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private dPlayerMovement playerMovement;
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private PlayerStats pStats;
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private Vector3 hookLerp;
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public float ropeLength;
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[SerializeField] private float ropeLength;
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private float climbRate = 5;
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// Start is called before the first frame update
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void Start()
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{
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isGrappled = false;
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isGrappled = false;
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hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
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movementController = gameObject.GetComponent<CharacterController>();
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playerMovement = gameObject.GetComponent<dPlayerMovement>();
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@@ -35,7 +34,6 @@ public class dGrapplingHook : NetworkBehaviour
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{
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//if (!IsLocalPlayer) { return; }
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//if E or left face gamepad button is pressed is slightly pressed
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if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
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{
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if (!isGrappled) //If we are not grappling
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@@ -47,7 +45,7 @@ public class dGrapplingHook : NetworkBehaviour
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ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
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isGrappled = true; //toggle grappling state
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}
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}
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}
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else //Else we are grappling
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{
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//physics tear down?
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@@ -62,7 +60,6 @@ public class dGrapplingHook : NetworkBehaviour
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{
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Debug.DrawRay(gameObject.transform.position, (hookPoint.transform.position - gameObject.transform.position)); //Visual of line
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//if left shift or left bumper held down
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if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.JoystickButton4)) //Extend hook
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{
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ropeLength += climbRate * Time.deltaTime;
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@@ -82,24 +79,23 @@ public class dGrapplingHook : NetworkBehaviour
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//Debug.Log(ropeLength.ToString());
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}
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//Do grappling physics based on hookPoint
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if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength)
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if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength )
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{
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movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * Time.deltaTime);
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//Character controller move?
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//movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength * 10 *Time.deltaTime);
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//Lerp? or another smoother way? Better physics? Wait until refinement to deal with
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//Impact Based
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Debug.Log("y");
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playerMovement.g = 2;
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movementController.Move((hookPoint.transform.position - gameObject.transform.position) * Time.deltaTime);
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}
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}
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if(playerMovement.GetJumpPressed()){
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isGrappled = false;
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}
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if(playerMovement.GetJumpPressed()) isGrappled = false;
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}
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int FindHookPoint()
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{
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float least = maxGrappleDistance;
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int index = -1;
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for (int i = 0; i < hookPoints.Length; i++)
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for(int i = 0; i<hookPoints.Length; i++)
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{
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distance = Vector3.Distance(gameObject.transform.position, hookPoints[i].transform.position);
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if (distance <= least)
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@@ -109,4 +105,60 @@ public class dGrapplingHook : NetworkBehaviour
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}
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return index;
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}
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///////////Hookshot Concept
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// public float maxGrappleDistance = 25;
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// public bool isGrappled;
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// private Vector3 hookPoint;
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// private float distance;
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// public float propelPower = 100;
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// private CharacterController movementController;
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// private dPlayerMovement playerMovement;
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// private PlayerStats pStats;
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// private Camera cam;
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// private Vector3 forwardHookLerp;
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// private Vector3 upwardsHookLerp;
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// // Start is called before the first frame update
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// void Start()
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// {
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// isGrappled = false;
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// movementController = gameObject.GetComponent<CharacterController>();
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// playerMovement = gameObject.GetComponent<dPlayerMovement>();
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// pStats = gameObject.GetComponent<PlayerStats>();
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// cam = playerMovement.cam;
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// }
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// private void FixedUpdate()
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// {
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// getGrapplePoint();
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// //Debug.Log((hookPoint.transform.position - transform.position).normalized);
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// if (isGrappled && !Input.GetKeyDown(KeyCode.E))
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// {
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// //playerMovement.AddImpact((hookPoint - transform.position), propelPower);
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// forwardHookLerp = Vector3.Lerp(forwardHookLerp, transform.forward * 50, .03f);
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// movementController.Move(forwardHookLerp * Time.deltaTime);
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// upwardsHookLerp = Vector3.Lerp(upwardsHookLerp, (hookPoint - transform.position).normalized * Vector3.Distance(transform.position, hookPoint) * propelPower, .03f);
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// movementController.Move(upwardsHookLerp * Time.deltaTime);
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// isGrappled = false;
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// }
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// }
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// private void getGrapplePoint(){
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// //if E or left face gamepad button is pressed is slightly pressed
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// if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
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// {
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// if (!isGrappled) //If we are not grappling
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// {
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// if(Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit raycastHit)){
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// if(raycastHit.collider.gameObject.transform.tag == "HookPoint"){
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// isGrappled = true;
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// hookPoint = new Vector3 (raycastHit.point.x,raycastHit.point.y,raycastHit.point.z);
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// }
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// }
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// }
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// }
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// }
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}
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@@ -32,7 +32,7 @@ public class dPlayerMovement : NetworkBehaviour
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float curCoyJumpTimer; // current Coyote Jump time
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public float lowJumpMultiplier; // Short jump multiplier
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public float fallMultiplier; // High Jump Multiplier
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private float g = 0; // the y velocity
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public float g = 0; // the y velocity
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//Glide Values
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bool tempSet = false;
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@@ -99,7 +99,7 @@ public class dPlayerMovement : NetworkBehaviour
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moveController = GetComponent<CharacterController>(); // Character Controller
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rB = GetComponent<Rigidbody>(); //Rigid Body
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capCol = GetComponent<CapsuleCollider>(); // Capsule Collider
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capCol.enabled = false;
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capCol.enabled = true;
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parentObj = transform.parent.gameObject;
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animator = GetComponent<Animator>();
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@@ -296,6 +296,8 @@ public class dPlayerMovement : NetworkBehaviour
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//if jump is being held coyote timer is zero
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if(jumpHeld) curCoyJumpTimer = 0;
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if(grapple.isGrappled && curJumpNum == 2) curJumpNum = 1;
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//If space/south face gamepad button isn't being pressed then jump is false
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if (Input.GetAxis("Jump") == 0){
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jumpHeld = false;
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@@ -438,10 +440,9 @@ public class dPlayerMovement : NetworkBehaviour
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}
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//apply gravity if not grounded and coyote timer is less than 0
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if((isGrounded == false && curCoyJumpTimer <= 0) || (!grapple.isGrappled && isGrounded == false)){
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if(isGrounded == false && curCoyJumpTimer <= 0){
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g -= grav * Time.deltaTime;
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}
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//else don't apply gravity
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else{
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g = 0;
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