edited some player data to make grapple and jump feel better
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@@ -46,6 +46,7 @@ public class PlayerMovement : MonoBehaviour
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public float LastPressedJumpTime { get; private set; }
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Tutorial_GrapplingRope grapplingRope;
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bool wasGrappling = false;
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//Set all of these up in the inspector
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[Header("Checks")]
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@@ -114,6 +115,7 @@ public class PlayerMovement : MonoBehaviour
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{
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LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
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trumpet = 2;
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wasGrappling = false;
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}
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//Right Wall Check
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@@ -187,6 +189,14 @@ public class PlayerMovement : MonoBehaviour
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// }
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#endregion
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#region GRAPPLE CHECKS
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// set wasGrappling to true if the player starts grappling
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if (grapplingRope.isGrappling) {
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wasGrappling = true;
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}
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#endregion
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#region SLIDE CHECKS
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if (CanSlide() && ((LastOnWallLeftTime > 0 && _moveInput.x < 0) || (LastOnWallRightTime > 0 && _moveInput.x > 0)))
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IsSliding = true;
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@@ -280,10 +290,14 @@ public class PlayerMovement : MonoBehaviour
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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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if (LastOnGroundTime > 0) {
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accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount : Data.runDeccelAmount;
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else
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}
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else if (wasGrappling) {
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accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * (Data.deccelInAir / 5);
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} else {
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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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#region Add Bonus Jump Apex Acceleration
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@@ -24,7 +24,7 @@ MonoBehaviour:
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runDecceleration: 2
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runDeccelAmount: 14.285714
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accelInAir: 0.5
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deccelInAir: 0.05
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deccelInAir: 0.2
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doConserveMomentum: 1
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jumpHeight: 2.25
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jumpTimeToApex: 0.4
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