mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-23 02:44:36 -05:00
Merge branch 'Wallrunning-Debug'
-Added template for grappling hook -Fixed ground check in player movement
This commit is contained in:
78
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67
Assets/Scripts/PlayerScripts/GrapplingHook.cs
Normal file
67
Assets/Scripts/PlayerScripts/GrapplingHook.cs
Normal file
@@ -0,0 +1,67 @@
|
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class GrapplingHook : MonoBehaviour
|
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{
|
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public float maxGrappleDistance = 25;
|
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private bool isGrappled;
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private int hookPointIndex;
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private GameObject hookPoint;
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private GameObject[] hookPoints;
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private float distance;
|
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|
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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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hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
|
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}
|
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|
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// Update is called once per frame
|
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void Update()
|
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{
|
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if (Input.GetKeyDown(KeyCode.E)) //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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hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
|
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if (hookPointIndex != -1) //If there is a hookpoint
|
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{
|
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hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
|
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//physics set up?
|
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isGrappled = true; //toggle grappling state
|
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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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isGrappled = false; //toggle grappling state to release
|
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}
|
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}
|
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}
|
||||
|
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private void FixedUpdate()
|
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{
|
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if (isGrappled)
|
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{
|
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//Do grappling physics based on hookPoint
|
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}
|
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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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{
|
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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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{
|
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index = i;
|
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}
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}
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return index;
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}
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}
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11
Assets/Scripts/PlayerScripts/GrapplingHook.cs.meta
Normal file
11
Assets/Scripts/PlayerScripts/GrapplingHook.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: cee70ea30de57ec43a325c1ca6257526
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -17,7 +17,7 @@ public class PlayerMovement : MonoBehaviour
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private Vector3 moveZ;
|
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private Vector3 moveX;
|
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private Vector3 driftVel;
|
||||
|
||||
|
||||
//Character Moving
|
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private CharacterController moveController;
|
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|
||||
@@ -35,12 +35,13 @@ public class PlayerMovement : MonoBehaviour
|
||||
private WallRun wallRun;
|
||||
|
||||
//Ground Check
|
||||
public bool isGrounded { get; private set; } //Better custom is grounded
|
||||
public bool isGrounded; //Better custom is grounded
|
||||
public float groundCheckDistance = 0.05f; //how far away from the ground to not be considered grounded
|
||||
private float lastTimeJumped = 0f; //Last time the player jumped
|
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const float jumpGroundingPreventionTime = 0.2f; // delay in checking if we are grounded after a jump
|
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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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public LayerMask groundCheckLayers = -1; //Physics layers checked to consider the player grounded
|
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private Ray groundRay;
|
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private RaycastHit groundHit;
|
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|
||||
|
||||
//Camera Variables
|
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@@ -63,7 +64,8 @@ public class PlayerMovement : MonoBehaviour
|
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private RaycastHit hit;
|
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/////
|
||||
|
||||
void Awake(){
|
||||
void Awake()
|
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{
|
||||
//Initialize Components
|
||||
moveController = GetComponent<CharacterController>();
|
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pStats = GetComponent<PlayerStats>();
|
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@@ -84,14 +86,18 @@ public class PlayerMovement : MonoBehaviour
|
||||
|
||||
|
||||
|
||||
void Start(){
|
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Cursor.lockState = CursorLockMode.Locked;
|
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distToGround = GetComponent<Collider>().bounds.extents.y;
|
||||
|
||||
void Start()
|
||||
{
|
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distToGround = GetComponent<Collider>().bounds.extents.y;
|
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Cursor.lockState = CursorLockMode.Locked;
|
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}
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate(){
|
||||
void FixedUpdate()
|
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{
|
||||
//input controls for movement
|
||||
InputController();
|
||||
|
||||
//Controls for camera
|
||||
Rotate();
|
||||
@@ -113,6 +119,8 @@ public class PlayerMovement : MonoBehaviour
|
||||
Debug.Log("MoveController is either Disabled or wasn't retrieved correctly");
|
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}
|
||||
|
||||
// consumes the impact energy each cycle:
|
||||
impact = Vector3.Lerp(impact, Vector3.zero, 5 * Time.deltaTime);
|
||||
|
||||
//Checks if player should respawn
|
||||
Respawn();
|
||||
@@ -124,7 +132,8 @@ public class PlayerMovement : MonoBehaviour
|
||||
|
||||
|
||||
//Reads inputs and moves player
|
||||
private void InputController(){
|
||||
private void InputController()
|
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{
|
||||
//Check if player is grounded before each frame
|
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GroundCheck();
|
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//Keyboard inputs
|
||||
@@ -132,7 +141,7 @@ public class PlayerMovement : MonoBehaviour
|
||||
//Checks if movement keys have been pressed and calculates correct vector
|
||||
moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * PlayerSpeed();
|
||||
moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * PlayerSpeed();
|
||||
|
||||
|
||||
//Adds vectors based on movement keys and other conditions to check what the
|
||||
//player vector should be under the circumstances
|
||||
vel = moveX + moveZ;
|
||||
@@ -140,34 +149,39 @@ public class PlayerMovement : MonoBehaviour
|
||||
//Gravity
|
||||
Gravity();
|
||||
|
||||
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction*Time.deltaTime);
|
||||
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction * Time.deltaTime);
|
||||
//Jump Function
|
||||
Jump();
|
||||
|
||||
moveController.Move(driftVel);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Calculates speed current player needs to be going
|
||||
public float PlayerSpeed(){
|
||||
public float PlayerSpeed()
|
||||
{
|
||||
//If nothing is pressed speed is 0
|
||||
if(Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f){
|
||||
if (Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f)
|
||||
{
|
||||
pStats.CurVel = 0.0f;
|
||||
return pStats.CurVel;
|
||||
return pStats.CurVel;
|
||||
}
|
||||
//If current speed is below min when pressed set to minimum speed
|
||||
else if(pStats.CurVel < pStats.MinVel){
|
||||
else if (pStats.CurVel < pStats.MinVel)
|
||||
{
|
||||
pStats.CurVel = pStats.MinVel;
|
||||
return pStats.MinVel;
|
||||
}
|
||||
// while the speed is below max speed slowly increase it
|
||||
else if((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel)){
|
||||
else if ((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel))
|
||||
{
|
||||
pStats.CurVel += pStats.Acc;
|
||||
return pStats.CurVel;
|
||||
return pStats.CurVel;
|
||||
}
|
||||
//If the players speed is above or equal to max speed set speed to max
|
||||
else{
|
||||
else
|
||||
{
|
||||
pStats.CurVel = pStats.MaxVel;
|
||||
return pStats.CurVel;
|
||||
}
|
||||
@@ -176,7 +190,8 @@ public class PlayerMovement : MonoBehaviour
|
||||
|
||||
|
||||
//Applies impact in a direction with the given force
|
||||
public void AddImpact(Vector3 dir, float force){
|
||||
public void AddImpact(Vector3 dir, float force)
|
||||
{
|
||||
dir.Normalize();
|
||||
if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground
|
||||
impact += dir.normalized * force / mass;
|
||||
@@ -185,9 +200,11 @@ public class PlayerMovement : MonoBehaviour
|
||||
|
||||
|
||||
//Jump Function
|
||||
private void Jump(){
|
||||
private void Jump()
|
||||
{
|
||||
//If space is pressed apply an upwards force to the player
|
||||
if(Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum+1 < pStats.JumpNum){
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum)
|
||||
{
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
curJumpNum++;
|
||||
jumpPressed = true;
|
||||
@@ -198,23 +215,25 @@ public class PlayerMovement : MonoBehaviour
|
||||
//NEEDS TO BE MASSIVELY CHANGE LIKELY USE RAYCAST TO CHECK IF ACTUALLY ON GROUND
|
||||
//CANNOT USE CHARACTERCONTROLLER.ISGROUNDED IT IS UNRELIABLE
|
||||
//If grounded no jumps have been used
|
||||
if(IsGrounded()){
|
||||
curJumpNum = 0;
|
||||
}
|
||||
if(isGrounded){
|
||||
curJumpNum = 0;
|
||||
}
|
||||
|
||||
//If space isn't being pressed then jump is false
|
||||
if(Input.GetAxis("Jump")==0) jumpPressed = false;
|
||||
if (Input.GetAxis("Jump") == 0) jumpPressed = false;
|
||||
}
|
||||
|
||||
public bool GetJumpPressed(){
|
||||
return jumpPressed;
|
||||
}
|
||||
|
||||
public Camera GetPlayerCamera() {
|
||||
return cam;
|
||||
public Camera GetPlayerCamera()
|
||||
{
|
||||
return cam;
|
||||
}
|
||||
|
||||
public void AddPlayerVelocity(Vector3 additiveVelocity) {
|
||||
public void AddPlayerVelocity(Vector3 additiveVelocity)
|
||||
{
|
||||
vel += additiveVelocity;
|
||||
}
|
||||
|
||||
@@ -238,9 +257,11 @@ public class PlayerMovement : MonoBehaviour
|
||||
|
||||
//REMOVE WHEN UNNECCESARY
|
||||
//Respawns player if they fall below a certain point
|
||||
private void Respawn(){
|
||||
if(transform.position.y < -1){
|
||||
transform.position = new Vector3(1f, 1f, 1f);
|
||||
private void Respawn()
|
||||
{
|
||||
if (transform.position.y < -1)
|
||||
{
|
||||
transform.position = new Vector3(1f, 3f, 1f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -274,8 +295,8 @@ public class PlayerMovement : MonoBehaviour
|
||||
|
||||
//Wallrunning
|
||||
if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
|
||||
//If gliding
|
||||
//Go down slowly
|
||||
//If gliding
|
||||
//Go down slowly
|
||||
}
|
||||
|
||||
void GroundCheck()
|
||||
@@ -284,58 +305,28 @@ public class PlayerMovement : MonoBehaviour
|
||||
float chosenGroundCheckDistance = isGrounded ? (moveController.skinWidth + groundCheckDistance) : groundCheckDistanceInAir;
|
||||
// reset values before the ground check
|
||||
isGrounded = false;
|
||||
Vector3 groundNormal = Vector3.up;
|
||||
|
||||
// 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 (Time.time >= lastTimeJumped + jumpGroundingPreventionTime)
|
||||
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
|
||||
{
|
||||
Debug.Log("detect ground");
|
||||
// if we're grounded, collect info about the ground normal with a downward capsule cast representing our character capsule
|
||||
if (Physics.CapsuleCast(GetCapsuleBottomHemisphere(), GetCapsuleTopHemisphere(moveController.height), moveController.radius, Vector3.down, out RaycastHit hit, chosenGroundCheckDistance, groundCheckLayers, QueryTriggerInteraction.Ignore))
|
||||
// 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)
|
||||
{
|
||||
Debug.Log("Collect info");
|
||||
// storing the upward direction for the surface found
|
||||
groundNormal = hit.normal;
|
||||
|
||||
// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
|
||||
// and if the slope angle is lower than the character controller's limit
|
||||
if (Vector3.Dot(hit.normal, transform.up) > 0.0f && IsNormalUnderSlopeLimit(groundNormal))
|
||||
isGrounded = true;
|
||||
// handle snapping to the ground
|
||||
if (groundHit.distance > moveController.skinWidth)
|
||||
{
|
||||
Debug.Log("isGrounded");
|
||||
isGrounded = true;
|
||||
|
||||
// handle snapping to the ground
|
||||
if (hit.distance > moveController.skinWidth)
|
||||
{
|
||||
moveController.Move(Vector3.down * hit.distance);
|
||||
}
|
||||
moveController.Move(Vector3.down * groundHit.distance);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Improved IsGrounded
|
||||
private bool IsGrounded(){
|
||||
return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1f, ~ignoreP);
|
||||
}
|
||||
|
||||
private bool IsNormalUnderSlopeLimit(Vector3 normal){ // Returns true if the slope angle represented by the given normal is under the slope angle limit of the character controller
|
||||
return Vector3.Angle(transform.up, normal) <= moveController.slopeLimit;
|
||||
}
|
||||
|
||||
private Vector3 GetCapsuleBottomHemisphere(){ // Gets the center point of the bottom hemisphere of the character controller capsule
|
||||
return transform.position + (transform.up * moveController.radius);
|
||||
}
|
||||
|
||||
private Vector3 GetCapsuleTopHemisphere(float atHeight){ // Gets the center point of the top hemisphere of the character controller capsule
|
||||
|
||||
return transform.position + (transform.up * (atHeight - moveController.radius));
|
||||
}
|
||||
|
||||
//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
|
||||
//blinks the player forwards
|
||||
private void Blink(){
|
||||
if (Input.GetMouseButton(1)){
|
||||
private void Blink()
|
||||
{
|
||||
if (Input.GetMouseButton(1))
|
||||
{
|
||||
// Finding the origin and end point of laser.
|
||||
origin = transform.position + transform.forward * transform.lossyScale.z;
|
||||
|
||||
@@ -349,7 +340,8 @@ public class PlayerMovement : MonoBehaviour
|
||||
dir.Normalize();
|
||||
|
||||
// Are we hitting any colliders?
|
||||
if (Physics.Raycast(origin, dir, out hit, 20f)){
|
||||
if (Physics.Raycast(origin, dir, out hit, 20f))
|
||||
{
|
||||
// If yes, then set endpoint to hit-point.
|
||||
endPoint = hit.point;
|
||||
}
|
||||
@@ -368,15 +360,18 @@ public class PlayerMovement : MonoBehaviour
|
||||
|
||||
}
|
||||
|
||||
else if(!Input.GetMouseButton(1) && beam.enabled == true){
|
||||
else if (!Input.GetMouseButton(1) && beam.enabled == true)
|
||||
{
|
||||
beam.enabled = false;
|
||||
//if teleporting due to hit to object, bump them a bit outside normal
|
||||
if(hit.point != null) {
|
||||
if (hit.point != null)
|
||||
{
|
||||
transform.position = endPoint + hit.normal * 1.25f;
|
||||
|
||||
}
|
||||
//if teleporting in the air or something, just spawn at endpoint
|
||||
else{
|
||||
else
|
||||
{
|
||||
|
||||
transform.position = endPoint;
|
||||
}
|
||||
@@ -384,5 +379,5 @@ public class PlayerMovement : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -81,14 +81,14 @@ public class WallRun : MonoBehaviour
|
||||
{
|
||||
Vector3 dir = transform.TransformDirection(directions[i]);
|
||||
Physics.Raycast(transform.position, dir, out hits[i], wallMaxDistance);
|
||||
if(hits[i].collider != null)
|
||||
{
|
||||
Debug.DrawRay(transform.position, dir * hits[i].distance, Color.green);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.DrawRay(transform.position, dir * wallMaxDistance, Color.red);
|
||||
}
|
||||
//if(hits[i].collider != null)
|
||||
//{
|
||||
//Debug.DrawRay(transform.position, dir * hits[i].distance, Color.green);
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
//Debug.DrawRay(transform.position, dir * wallMaxDistance, Color.red);
|
||||
//}
|
||||
}
|
||||
|
||||
if(CanWallRun())
|
||||
@@ -142,14 +142,14 @@ public class WallRun : MonoBehaviour
|
||||
float vertical = Input.GetAxisRaw("Vertical");
|
||||
Vector3 alongWall = transform.TransformDirection(Vector3.forward);
|
||||
|
||||
Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green);
|
||||
Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta);
|
||||
//Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green);
|
||||
//Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta);
|
||||
|
||||
Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() *Time.deltaTime;// * wallSpeedMultiplier;
|
||||
moveToSet.y = 0;
|
||||
|
||||
playerMovementController.SetPlayerVelocity(moveToSet);
|
||||
Debug.Log("On Wall");
|
||||
//Debug.Log("On Wall");
|
||||
isWallRunning = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@ TagManager:
|
||||
- WallRun
|
||||
- kickable
|
||||
- PlayerCam
|
||||
- HookPoint
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
||||
Reference in New Issue
Block a user