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

@@ -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
}
}