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

@@ -29,7 +29,7 @@ public class dPlayerMovement : NetworkBehaviour
//Jump value
public int curJumpNum; // current Jumps used
private bool jumpHeld; // Is jump being held
float coyJumpTimer = 0.2f; // Default Coyote Jump time
float coyJumpTimer = 0.1f; // Default Coyote Jump time
float curCoyJumpTimer; // current Coyote Jump time
public float lowJumpMultiplier; // Short jump multiplier
public float fallMultiplier; // High Jump Multiplier
@@ -147,23 +147,18 @@ public class dPlayerMovement : NetworkBehaviour
impact = Vector3.Lerp(impact, Vector3.zero, 5*Time.deltaTime);
}
//TEMP FOR TESTING RAGDOLL
//Right Click to ragdoll the player
// if (Input.GetMouseButton(1) && heldDown == false){
// getHit(new Vector3(vel.x, 0, vel.z), 30);
// heldDown = true;
// }
// if(!Input.GetMouseButton(1)){
// heldDown = false;
// }
//If Character controller is disabled use rigidbody calculations
else{
//if ragdoll timer is over disable ragdolling
if (RagdollTimer() == 0){
firstHit = false;
DisableRagdoll();
}
if(pStats.HasBlink == true){
blink.BlinkMove();
//Gravity without moveController
g -= pStats.PlayerGrav * Time.deltaTime;
rB.AddForce(new Vector3(0,g,0));
}
//TEMP FOR TESTING
//Checks if player should respawn
//Respawn();
}