Added wall riding section

This commit is contained in:
Pasha Bibko
2025-04-26 15:13:00 +01:00
parent b60144e461
commit 261b6e9b27
5 changed files with 3592 additions and 13 deletions

View File

@@ -110,7 +110,7 @@ Camera:
width: 1
height: 1
near clip plane: 0.3
far clip plane: 1000
far clip plane: 100
field of view: 60
orthographic: 0
orthographic size: 5

File diff suppressed because one or more lines are too long

View File

@@ -23,8 +23,8 @@ public partial class PlayerMovement : MonoBehaviour
{ m_State = PlayerState.SLIDING; }
// Checks if the player is in the wall running state
// else if (GetNormalOfClosestCollider(out m_WallNormal) && m_WallRunKeyPressed)
// { m_State = PlayerState.WALL_RUNNING; }
else if (GetNormalOfClosestCollider(out m_WallNormal) && m_WallRunKeyPressed)
{ m_State = PlayerState.WALL_RUNNING; }
// Defaults to ruuning
else { m_State = PlayerState.RUNNING; }

View File

@@ -9,17 +9,17 @@ public partial class PlayerMovement : MonoBehaviour
foreach (Collider collision in m_WallCollisions)
{
Vector3 pos = Vector3.zero;
float distance = Mathf.Infinity;
if (collision.GetType() != typeof(MeshCollider))
{
pos = collision.ClosestPoint(transform.position);
Vector3 pos = collision.ClosestPoint(transform.position);
Vector3 dif = transform.position - pos;
distance = dif.magnitude;
}
Vector3 dif = transform.position - pos;
float distance = dif.magnitude;
dist = Mathf.Min(dist, distance);
if (dist == distance)