Made some small improvements to wallrun and the player prefabs

Grapple movement is a lot better just need to implement momentum
This commit is contained in:
Melbyj1125
2022-01-09 08:12:14 -06:00
parent 107e40e168
commit c881e37b9c
7 changed files with 151 additions and 102 deletions

View File

@@ -18,12 +18,15 @@ public class dGrapplingHook : NetworkBehaviour
private PlayerStats pStats;
[SerializeField] private float ropeLength;
private float climbRate = 5;
private Vector3 swingDirection;
private float swingSpeed = 90;
Vector3 tensionDirection;
Vector3 pendulumSideDirection;
Vector3 tangentDirection;
float tensionForce;
public Vector3 forceDirection;
private bool unhooking = false;
// Start is called before the first frame update
@@ -51,11 +54,11 @@ public class dGrapplingHook : NetworkBehaviour
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
unhooking = false;
}
}
else //Else we are grappling
{
//physics tear down?
isGrappled = false; //toggle grappling state to release
}
}
@@ -89,12 +92,19 @@ public class dGrapplingHook : NetworkBehaviour
//Do grappling physics based on hookPoint
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength )
{
//Impact Based
forceDirection = calculateForceDirection(1, playerMovement.g, hookPoint.transform.position);
}
movementController.Move(swingMoveController());
}
else if(!isGrappled && !unhooking){
this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
unhooking = true;
}
if(playerMovement.GetJumpPressed()) isGrappled = false;
if(isGrappled == false) forceDirection = Vector3.zero;
}
int FindHookPoint()
@@ -114,17 +124,30 @@ public class dGrapplingHook : NetworkBehaviour
Vector3 calculateForceDirection(float mass, float g, Vector3 hPoint){
tensionDirection = (hPoint - transform.position).normalized;
Debug.Log(tensionDirection);
float inclinationAngle = Vector3.Angle(transform.position - hPoint, -transform.up);
tensionForce = mass * -g * Mathf.Cos(Mathf.Deg2Rad * inclinationAngle);
Debug.Log(g);
Vector3 fDirection = tensionDirection * tensionForce;
Debug.Log(fDirection);
return fDirection;
}
Vector3 swingMoveController(){
float inputVert = Input.GetAxis("Vertical");
float inputHor = Input.GetAxis("Horizontal");
if((!Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))) inputVert = 0;
if((!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))) inputHor = 0;
//Movement Vector for the player to move in
swingDirection = Vector3.Cross(tensionDirection, ((transform.right * -inputVert) + (transform.forward * inputHor))).normalized;
//Actual swing movement vector with speed applied
Vector3 swingMovement = (swingDirection * Time.deltaTime * swingSpeed);
return (swingMovement);
}
}

View File

@@ -170,7 +170,7 @@ public class dWallRun : NetworkBehaviour
}
moveToSet.y = 0;
//
playerMovementController.SetPlayerVelocity(moveToSet);
isWallRunning = true;