mirror of
https://github.com/PashaBibko/The-Mobius-Line.git
synced 2026-04-03 17:39:03 +00:00
Did stuff
This commit is contained in:
@@ -4,14 +4,18 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
// Function to make the player jump
|
||||
// The function checks wether the player is grounded so external checks are not needed
|
||||
private void Jump(bool force = false)
|
||||
private void Jump(float scale = 1.0f, bool force = false)
|
||||
{
|
||||
// Checks wether the player is grounded
|
||||
// Can be overriden by passing true to force a jump
|
||||
if (m_Grounded || force)
|
||||
{
|
||||
// Removes all downwards velocity
|
||||
Vector3 v = m_Body.velocity;
|
||||
m_Body.velocity = new Vector3(v.x, Mathf.Max(v.y), v.z);
|
||||
|
||||
// Applies an upwards force simulating a jump
|
||||
m_Body.AddForce(transform.up * m_JumpForce * m_Body.mass, ForceMode.Impulse);
|
||||
m_Body.AddForce(Vector3.up * m_JumpForce * m_Body.mass * scale, ForceMode.Impulse);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -36,7 +40,7 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
case PlayerState.RUNNING:
|
||||
// Adds the force to the rigid body
|
||||
m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * m_Body.mass * 10.0f, ForceMode.Force);
|
||||
m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * m_Body.mass * (m_Grounded ? 10.0f : 5.0f), ForceMode.Force);
|
||||
|
||||
// Stops player sliding slopes when they don't want to
|
||||
if (m_OnSlope)
|
||||
@@ -46,6 +50,10 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
else
|
||||
{ m_Body.useGravity = true; }
|
||||
|
||||
// Checks if the player wants to jump
|
||||
// Jump function does the checking if they can
|
||||
if (m_JumpKeyPressed) { Jump(); }
|
||||
|
||||
break;
|
||||
|
||||
case PlayerState.SLIDING:
|
||||
@@ -62,13 +70,6 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
break;
|
||||
}
|
||||
|
||||
// Calls the Jump function if the user has pressed jump
|
||||
// No grounded checks needed as Jump() function does that internally
|
||||
if (m_JumpKeyPressed)
|
||||
{
|
||||
Jump();
|
||||
}
|
||||
|
||||
// Updates the counter for slide boost updates left
|
||||
m_TicksOfSlideBoostLeft = (int)Mathf.Clamp(m_TicksOfSlideBoostLeft - 1, 0, Mathf.Infinity);
|
||||
|
||||
@@ -80,8 +81,8 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
m_Body.velocity = v;
|
||||
|
||||
// Doubles gravity if falling to feel less floaty
|
||||
if (v.y < 0.0f) { GravityController.Instance().SetScale(2.0f); }
|
||||
else { GravityController.Instance().SetScale(1.0f); }
|
||||
if (v.y < 0.0f) { GravityController.Instance().SetScale(8.0f); }
|
||||
else { GravityController.Instance().SetScale(3f); }
|
||||
|
||||
// Clears all stored collisions
|
||||
m_WallCollisions.Clear();
|
||||
|
||||
@@ -56,6 +56,6 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
ApplyDrag();
|
||||
|
||||
// Displays the speed of the player to the screen
|
||||
m_SpeedDisplay.text = "Speed: " + m_Body.velocity.magnitude.ToString("0.00");
|
||||
m_SpeedDisplay.text = "Speed: " + new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z).magnitude.ToString("0.00") + " m/s";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
m_PlayerTransform.localScale = new Vector3(1.0f, m_SlideScaler, 1.0f);
|
||||
|
||||
// Applies a downward force as shrinking the player scale causes them to float
|
||||
m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Impulse);
|
||||
m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Force);
|
||||
|
||||
// Applies a boost of a force at the beginning of a slide
|
||||
m_TicksOfSlideBoostLeft = 10;
|
||||
@@ -34,14 +34,25 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
Vector3 slopeDir = m_StandingOn.normal;
|
||||
slopeDir.y = 0.0f - slopeDir.y;
|
||||
m_Body.AddForce(slopeDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force);
|
||||
|
||||
// Checks if the player wants to jump
|
||||
if (m_JumpKeyPressed) { Jump(5.0f, true); }
|
||||
}
|
||||
|
||||
// If at the start of a slide provides a boost to the player or if the player is on a slope
|
||||
else if (m_TicksOfSlideBoostLeft != 0)
|
||||
{
|
||||
m_Body.AddForce(m_MoveDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force);
|
||||
// Applies the boost
|
||||
m_Body.AddForce(m_MoveDir.normalized * m_SlideSpeed * m_Body.mass * 2, ForceMode.Force);
|
||||
|
||||
// Checks if the player wants to jump
|
||||
if (m_JumpKeyPressed) { Jump(1.0f, true); }
|
||||
}
|
||||
|
||||
//m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Impulse);
|
||||
else
|
||||
{
|
||||
// Checks if the player wants to jump
|
||||
if (m_JumpKeyPressed) { Jump(1.0f, true); }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -74,5 +74,8 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
|
||||
// Sets the last wall normal to the current normal for later use
|
||||
m_LastWallNormal = m_WallNormal;
|
||||
|
||||
// Checks if the player wants to jump
|
||||
if (m_JumpKeyPressed) { Jump(2.0f, true); }
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user