fixed: player no longer holds grapple after dying to projectile
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dcfae28ee3
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9b3bc81173
@ -226,7 +226,7 @@ public class PlayerBehavior : MonoBehaviour
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void LetGoOfGrapple() {
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bool currentlyPaused = StateController.Instance.isPaused;
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if (grapplingRope.isGrappling && !currentlyPaused) {
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print("currently paused is " + currentlyPaused + ", releasing grapple");
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// print("currently paused is " + currentlyPaused + ", releasing grapple");
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if (tambourine != null) {
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tambourine.GetComponent<TambourineBehavior>().DestroySelf();
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}
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@ -362,7 +362,10 @@ public class PlayerBehavior : MonoBehaviour
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IEnumerator DestroyPlayer() {
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if (playerIsAlive) {
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print("destroyPlayer called");
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if (grapplingRope.isGrappling) {
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LetGoOfGrapple();
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}
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// print("destroyPlayer called");
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playerIsAlive = false;
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audioSource.clip = deathSound;
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audioSource.loop = false;
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@ -371,15 +374,8 @@ public class PlayerBehavior : MonoBehaviour
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// animate
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animator.Play("Die");
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// yield return new WaitForSeconds(animator.GetCurrentAnimatorStateInfo(0).length);
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yield return new WaitForSeconds(audioSource.clip.length);
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// this.stateController.SetDeathCanvasActive(true);
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if (grapplingRope.isGrappling) {
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LetGoOfGrapple();
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}
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// destroy all tambourines
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GameObject[] currentTambourines = GameObject.FindGameObjectsWithTag("tambourine");
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print("tambs found: " + currentTambourines.Length);
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@ -287,15 +287,14 @@ public class PlayerMovement : MonoBehaviour
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#region Calculate AccelRate
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float accelRate;
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//Gets an acceleration value based on if we are accelerating (includes turning)
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//or trying to decelerate (stop). As well as applying a multiplier if we're air borne.
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if (LastOnGroundTime > 0) {
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// accelerate or decelerate
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if (LastOnGroundTime > 0) { // if grounded
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accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount : Data.runDeccelAmount;
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}
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else if (wasGrappling) {
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else if (wasGrappling) { // if grappling
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accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * (Data.deccelInAir / 5);
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}
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else {
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else { // if in air
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accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * Data.deccelInAir;
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}
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#endregion
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