mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-22 02:14:30 -05:00
Merge branch 'sprintV7Melby'
This commit is contained in:
@@ -5,7 +5,8 @@ using UnityEngine;
|
||||
|
||||
public class GrapplingHook : NetworkBehaviour
|
||||
{
|
||||
public float maxGrappleDistance = 15;
|
||||
public float maxGrappleDistance = 20;
|
||||
public float maxGrabDistance = 30;
|
||||
|
||||
public bool isGrappled;
|
||||
private int hookPointIndex;
|
||||
@@ -73,8 +74,13 @@ public class GrapplingHook : NetworkBehaviour
|
||||
{
|
||||
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
|
||||
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position);
|
||||
if(ropeLength > maxGrappleDistance){
|
||||
ropeLength = maxGrappleDistance;
|
||||
}
|
||||
|
||||
oldXZDir = (new Vector3(hookPoint.transform.position.x,0,hookPoint.transform.position.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
|
||||
curXZDir = (new Vector3(hookPoint.transform.position.x,0,hookPoint.transform.position.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
|
||||
|
||||
swingMom = CalculateSwingMom(playerMovement.driftVel.magnitude * 50f);
|
||||
oldSwingMom = swingMom;
|
||||
playerMovement.g = -1;
|
||||
@@ -114,9 +120,9 @@ public class GrapplingHook : NetworkBehaviour
|
||||
if (Input.GetKey(KeyCode.RightShift) || Input.GetKey(KeyCode.JoystickButton5))
|
||||
{
|
||||
ropeLength -= climbRate * Time.deltaTime;
|
||||
if (ropeLength < 5)
|
||||
if (ropeLength < 8)
|
||||
{
|
||||
ropeLength = 5;
|
||||
ropeLength = 8;
|
||||
}
|
||||
//Debug.Log(ropeLength.ToString());
|
||||
}
|
||||
@@ -124,7 +130,7 @@ public class GrapplingHook : NetworkBehaviour
|
||||
//Calculate tether force direction based on hookpoint
|
||||
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) >= ropeLength )
|
||||
{
|
||||
|
||||
Debug.Log(ropeLength);
|
||||
forceDirection = CalculateForceDirection(1, playerMovement.g, hookPoint.transform.position) + RopeLengthOffset(hookPoint.transform.position, Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
|
||||
|
||||
|
||||
@@ -155,7 +161,9 @@ public class GrapplingHook : NetworkBehaviour
|
||||
swingback = true;
|
||||
|
||||
if(release){
|
||||
lerpRelease = Vector3.Lerp(lerpRelease, tempRelease, 10 * Time.deltaTime);
|
||||
lerpRelease = Vector3.Lerp(lerpRelease, tempRelease, 10f * Time.deltaTime);
|
||||
tempRelease *= .99f;
|
||||
Debug.Log(lerpRelease);
|
||||
movementController.Move(lerpRelease);
|
||||
}
|
||||
|
||||
@@ -177,7 +185,7 @@ public class GrapplingHook : NetworkBehaviour
|
||||
//Finds the nearest hook to the player
|
||||
int FindHookPoint()
|
||||
{
|
||||
float least = maxGrappleDistance;
|
||||
float least = maxGrabDistance;
|
||||
int index = -1;
|
||||
for(int i = 0; i<hookPoints.Length; i++)
|
||||
{
|
||||
@@ -304,7 +312,9 @@ public class GrapplingHook : NetworkBehaviour
|
||||
}
|
||||
|
||||
Vector3 CalculateSwingReleaseForce(){
|
||||
Vector3 releaseSwingForceDirection = momDirection * (swingMom + 20);
|
||||
|
||||
Vector3 releaseSwingForceDirection = momDirection * ((swingMom) + 10);
|
||||
|
||||
releaseSwingForceDirection = new Vector3(releaseSwingForceDirection.x,0,releaseSwingForceDirection.z);
|
||||
|
||||
if(swingMom < 5){
|
||||
|
||||
Reference in New Issue
Block a user