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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 18:04:27 -05:00
Bumper has been fixed sort of
You need to use 2 colliders one thats a trigger and one thats not and it will work properly
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@@ -16,13 +16,19 @@ public class dDash : NetworkBehaviour{
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float dashSpeed = 12;
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CharacterController characterController;
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dPlayerMovement pMove;
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void Start(){
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characterController = this.gameObject.GetComponent<CharacterController>();
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pMove = GetComponent<dPlayerMovement>();
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}
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//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
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void FixedUpdate(){
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if(pMove.pStats.HasDash) Dash();
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}
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void Dash(){
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//if (!IsLocalPlayer) { return; }
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if(characterController.enabled == true){
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if (Input.GetKeyDown(KeyCode.E) && isOnCoolDown == false)
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@@ -84,9 +84,9 @@ public class dGrapplingHook : NetworkBehaviour
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if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength)
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{
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//Impact Based
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playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav);
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//playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav*2);
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//Character controller move?
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//movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength*Time.deltaTime);
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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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}
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}
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