Tidied up a bit of code

This commit is contained in:
2025-03-28 12:12:55 +00:00
parent 611fe6c014
commit 46eec303e0

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@@ -194,14 +194,14 @@ public class PlayerMovement : MonoBehaviour
Vector3 foward = Vector3.Cross(normal, transform.up);
// Flips the foward direction if facing the other direction
if ((m_Orientation.forward - foward).magnitude > (m_Orientation.forward - -foward).magnitude)
if ((m_Orientation.forward - foward).magnitude > (m_Orientation.forward - (-foward)).magnitude)
{ foward = -foward; }
// Applies the wall running force to the player
m_Body.AddForce(foward * m_WallRunSpeed * m_Body.mass * 10.0f, ForceMode.Force);
// Removes any vertical velocity the player may have
//m_Body.velocity = new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z);
m_Body.velocity = new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z);
}
// Function to make the player jump
@@ -224,11 +224,7 @@ public class PlayerMovement : MonoBehaviour
// Works out wether the player's velocity is high enough to slide
Vector3 vel = m_Body.velocity;
bool canSlide =
!(
Mathf.Abs(vel.x) < m_SlideRequiredSpeed &&
Mathf.Abs(vel.z) < m_SlideRequiredSpeed
);
bool canSlide = !(Mathf.Abs(vel.x) < m_SlideRequiredSpeed && Mathf.Abs(vel.z) < m_SlideRequiredSpeed);
// Checks if the player is in the wall running state
if (m_HitLhsWall || m_HitRhsWall)