(kinda) fixed grapple momentum
also updated the player prefab -- PLEASE remember to override the player prefab with any changes you make to the individual object in the scene
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@ -40,7 +40,7 @@ Transform:
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- {fileID: 5885597207531562994}
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- {fileID: 5885597208269163161}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_RootOrder: 9
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!212 &5885597207104481987
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SpriteRenderer:
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@ -251,17 +251,12 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 7b873819f9a3f36ef898a0403972da28, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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maxRunSpeed: 10
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runAcceleration: 10
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snappiness: 2.5
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jumpSpeed: 5
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airSpeedMultiplier: 0.5
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groundLayer:
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Data: {fileID: 11400000, guid: fec218a9d55267dedac6ebe31eab6dcd, type: 2}
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_groundCheckSize: {x: 0.49, y: 0.93}
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_wallCheckSize: {x: 0.5, y: 1}
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_groundLayer:
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serializedVersion: 2
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m_Bits: 64
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boxSize: {x: 0.03, y: 0.21}
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maxDistanceFromGround: 0.22
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stateController: {fileID: 0}
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--- !u!95 &2772748892378701928
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Animator:
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serializedVersion: 5
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@ -595,7 +590,7 @@ LineRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_SortingOrder: 2
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m_Positions:
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- {x: 0, y: 0, z: 0}
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- {x: 0, y: 0, z: 1}
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@ -2725,18 +2725,6 @@ PrefabInstance:
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propertyPath: m_camera
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value:
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objectReference: {fileID: 519420031}
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- target: {fileID: 5559747613460074786, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: Data
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value:
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objectReference: {fileID: 11400000, guid: fec218a9d55267dedac6ebe31eab6dcd, type: 2}
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- target: {fileID: 5559747613460074786, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: _groundCheckSize.y
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value: 0.93
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objectReference: {fileID: 0}
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- target: {fileID: 5559747613460074786, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: _groundLayer.m_Bits
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value: 64
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objectReference: {fileID: 0}
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- target: {fileID: 5885597207104481986, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: m_RootOrder
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value: 9
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@ -2785,10 +2773,6 @@ PrefabInstance:
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propertyPath: m_Name
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value: Player
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objectReference: {fileID: 0}
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- target: {fileID: 5885597207789090694, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: m_SortingOrder
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value: 2
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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@ -41,6 +41,8 @@ public class PlayerMovement : MonoBehaviour
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private Vector2 _moveInput;
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public float LastPressedJumpTime { get; private set; }
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Tutorial_GrapplingRope grapplingRope;
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//Set all of these up in the inspector
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[Header("Checks")]
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//Size of groundCheck depends on the size of your character generally you want them slightly small than width (for ground) and height (for the wall check)
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@ -55,6 +57,7 @@ public class PlayerMovement : MonoBehaviour
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private void Awake()
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{
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RB = GetComponent<Rigidbody2D>();
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grapplingRope = this.gameObject.GetComponent<PlayerBehavior>().grapplingRope;
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}
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private void Start()
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@ -269,7 +272,7 @@ public class PlayerMovement : MonoBehaviour
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#region Conserve Momentum
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//We won't slow the player down if they are moving in their desired direction but at a greater speed than their maxSpeed
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if (Data.doConserveMomentum && Mathf.Abs(RB.velocity.x) > Mathf.Abs(targetSpeed) && Mathf.Sign(RB.velocity.x) == Mathf.Sign(targetSpeed) && Mathf.Abs(targetSpeed) > 0.01f && LastOnGroundTime < 0)
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if ((Data.doConserveMomentum && Mathf.Abs(RB.velocity.x) > Mathf.Abs(targetSpeed) && Mathf.Sign(RB.velocity.x) == Mathf.Sign(targetSpeed) && Mathf.Abs(targetSpeed) > 0.01f && LastOnGroundTime < 0) || grapplingRope.isGrappling)
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{
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//Prevent any deceleration from happening, or in other words conserve are current momentum
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//You could experiment with allowing for the player to slightly increae their speed whilst in this "state"
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@ -367,8 +370,8 @@ public class PlayerMovement : MonoBehaviour
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#region CHECK METHODS
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public void CheckDirectionToFace(bool isMovingRight)
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{
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if (isMovingRight != IsFacingRight)
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Turn();
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// if (isMovingRight != IsFacingRight)
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// Turn();
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}
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private bool CanJump()
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