(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
This commit is contained in:
@@ -41,6 +41,8 @@ public class PlayerMovement : MonoBehaviour
|
||||
private Vector2 _moveInput;
|
||||
public float LastPressedJumpTime { get; private set; }
|
||||
|
||||
Tutorial_GrapplingRope grapplingRope;
|
||||
|
||||
//Set all of these up in the inspector
|
||||
[Header("Checks")]
|
||||
//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)
|
||||
@@ -55,6 +57,7 @@ public class PlayerMovement : MonoBehaviour
|
||||
private void Awake()
|
||||
{
|
||||
RB = GetComponent<Rigidbody2D>();
|
||||
grapplingRope = this.gameObject.GetComponent<PlayerBehavior>().grapplingRope;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
@@ -269,7 +272,7 @@ public class PlayerMovement : MonoBehaviour
|
||||
|
||||
#region Conserve Momentum
|
||||
//We won't slow the player down if they are moving in their desired direction but at a greater speed than their maxSpeed
|
||||
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)
|
||||
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)
|
||||
{
|
||||
//Prevent any deceleration from happening, or in other words conserve are current momentum
|
||||
//You could experiment with allowing for the player to slightly increae their speed whilst in this "state"
|
||||
@@ -367,8 +370,8 @@ public class PlayerMovement : MonoBehaviour
|
||||
#region CHECK METHODS
|
||||
public void CheckDirectionToFace(bool isMovingRight)
|
||||
{
|
||||
if (isMovingRight != IsFacingRight)
|
||||
Turn();
|
||||
// if (isMovingRight != IsFacingRight)
|
||||
// Turn();
|
||||
}
|
||||
|
||||
private bool CanJump()
|
||||
|
||||
Reference in New Issue
Block a user