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https://github.com/PashaBibko/The-Mobius-Line.git
synced 2026-04-03 17:39:03 +00:00
Made wall-riding able to turn corners
Also changed air drag
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@@ -618,7 +618,7 @@ MonoBehaviour:
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m_State: 0
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m_MoveSpeed: 7
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m_GroundDrag: 5
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m_AirDrag: 4
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m_AirDrag: 1
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m_PlayerHeight: 2
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m_GroundMask:
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@@ -634,6 +634,7 @@ MonoBehaviour:
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m_WallRunSpeed: 15
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m_WallCheckDistance: 1.5
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m_DistanceOfFloorToWallRide: 0.1
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m_WallRideDrag: 4
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m_JumpKey: 32
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m_SlideKey: 99
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m_WallRunKey: 304
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@@ -7177,7 +7178,7 @@ MonoBehaviour:
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@@ -30,6 +30,7 @@ public partial class PlayerMovement : MonoBehaviour
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[SerializeField] float m_WallRunSpeed;
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[SerializeField] float m_WallCheckDistance;
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[SerializeField] float m_DistanceOfFloorToWallRide;
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[SerializeField] float m_WallRideDrag;
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[Header("KeyBinds")]
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[SerializeField] KeyCode m_JumpKey;
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@@ -68,6 +69,7 @@ public partial class PlayerMovement : MonoBehaviour
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// Wall riding trackers
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bool m_FirstFrameWallRiding = true;
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bool m_FlippedWallRideDirectionFirstFrame = false;
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Vector3 m_LastWallNormal;
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// Raycast hit objects
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RaycastHit m_GroundHit;
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@@ -91,6 +93,7 @@ public partial class PlayerMovement : MonoBehaviour
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// Creates the wall collider
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m_WallCollider = gameObject.AddComponent<BoxCollider>();
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m_WallCollider.size = new Vector3(m_WallCheckDistance * 2, 0.2f, m_WallCheckDistance * 2);
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m_WallCollider.center = new Vector3(0.0f, 0.5f, 0.5f);
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m_WallCollider.providesContacts = true;
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m_WallCollider.isTrigger = true;
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@@ -18,14 +18,14 @@ public partial class PlayerMovement : MonoBehaviour
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Vector3 vel = m_Body.velocity;
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bool canSlide = !(Mathf.Abs(vel.x) < m_SlideRequiredSpeed && Mathf.Abs(vel.z) < m_SlideRequiredSpeed);
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// Checks if the player is in the wall running state
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if (GetNormalOfClosestCollider(out m_WallNormal) && m_WallRunKeyPressed)
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{ m_State = PlayerState.WALL_RUNNING; }
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// Checks if the player is in the wall riding state
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else if (m_SlidingKeyPressed && (canSlide || m_OnSlope) && m_Grounded)
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if (m_SlidingKeyPressed && (canSlide || m_OnSlope) && m_Grounded)
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{ m_State = PlayerState.SLIDING; }
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// Checks if the player is in the wall running state
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else if (GetNormalOfClosestCollider(out m_WallNormal) && m_WallRunKeyPressed)
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{ m_State = PlayerState.WALL_RUNNING; }
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// Defaults to ruuning
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else { m_State = PlayerState.RUNNING; }
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@@ -24,6 +24,10 @@ public partial class PlayerMovement : MonoBehaviour
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m_Body.drag = m_SlideDrag;
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break;
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case PlayerState.WALL_RUNNING:
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m_Body.drag = m_WallRideDrag;
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break;
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default:
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// Applies different drag depending on if the player is on the ground or not
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if (m_Grounded)
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@@ -4,8 +4,6 @@ public partial class PlayerMovement : MonoBehaviour
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{
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bool GetNormalOfClosestCollider(out Vector3 normal)
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{
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Debug.Log(m_WallCollisions.Count);
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float dist = Mathf.Infinity;
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Collider closest = null;
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@@ -53,7 +51,7 @@ public partial class PlayerMovement : MonoBehaviour
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// Calculates the foward direction of the wall
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Vector3 foward = Vector3.Cross(m_WallNormal, transform.up);
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if (m_FirstFrameWallRiding == true)
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if (m_FirstFrameWallRiding == true || m_LastWallNormal != m_WallNormal)
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{
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// Resets the tracker
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m_FirstFrameWallRiding = false;
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@@ -74,5 +72,8 @@ public partial class PlayerMovement : MonoBehaviour
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// Removes any vertical velocity the player may have
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m_Body.velocity = new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z);
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// Sets the last wall normal to the current normal for later use
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m_LastWallNormal = m_WallNormal;
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}
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}
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