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
This commit is contained in:
Melbyj1125
2021-12-10 12:34:13 -06:00
parent c44afd50a8
commit e91afb02f4
6 changed files with 274 additions and 30 deletions

View File

@@ -16,13 +16,19 @@ public class dDash : NetworkBehaviour{
float dashSpeed = 12;
CharacterController characterController;
dPlayerMovement pMove;
void Start(){
characterController = this.gameObject.GetComponent<CharacterController>();
pMove = GetComponent<dPlayerMovement>();
}
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
void FixedUpdate(){
if(pMove.pStats.HasDash) Dash();
}
void Dash(){
//if (!IsLocalPlayer) { return; }
if(characterController.enabled == true){
if (Input.GetKeyDown(KeyCode.E) && isOnCoolDown == false)

View File

@@ -84,9 +84,9 @@ public class dGrapplingHook : NetworkBehaviour
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength)
{
//Impact Based
playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav);
//playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav*2);
//Character controller move?
//movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength*Time.deltaTime);
movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength * 10 *Time.deltaTime);
//Lerp? or another smoother way? Better physics? Wait until refinement to deal with
}
}