edited some player data to make grapple and jump feel better

This commit is contained in:
slevy14 2023-04-29 18:22:26 -07:00
parent 3318e11fd1
commit dd3d1386be
6 changed files with 217 additions and 20 deletions

View File

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@ -46,6 +46,7 @@ public class PlayerMovement : MonoBehaviour
public float LastPressedJumpTime { get; private set; } public float LastPressedJumpTime { get; private set; }
Tutorial_GrapplingRope grapplingRope; Tutorial_GrapplingRope grapplingRope;
bool wasGrappling = false;
//Set all of these up in the inspector //Set all of these up in the inspector
[Header("Checks")] [Header("Checks")]
@ -114,6 +115,7 @@ public class PlayerMovement : MonoBehaviour
{ {
LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
trumpet = 2; trumpet = 2;
wasGrappling = false;
} }
//Right Wall Check //Right Wall Check
@ -187,6 +189,14 @@ public class PlayerMovement : MonoBehaviour
// } // }
#endregion #endregion
#region GRAPPLE CHECKS
// set wasGrappling to true if the player starts grappling
if (grapplingRope.isGrappling) {
wasGrappling = true;
}
#endregion
#region SLIDE CHECKS #region SLIDE CHECKS
if (CanSlide() && ((LastOnWallLeftTime > 0 && _moveInput.x < 0) || (LastOnWallRightTime > 0 && _moveInput.x > 0))) if (CanSlide() && ((LastOnWallLeftTime > 0 && _moveInput.x < 0) || (LastOnWallRightTime > 0 && _moveInput.x > 0)))
IsSliding = true; IsSliding = true;
@ -280,10 +290,14 @@ public class PlayerMovement : MonoBehaviour
//Gets an acceleration value based on if we are accelerating (includes turning) //Gets an acceleration value based on if we are accelerating (includes turning)
//or trying to decelerate (stop). As well as applying a multiplier if we're air borne. //or trying to decelerate (stop). As well as applying a multiplier if we're air borne.
if (LastOnGroundTime > 0) if (LastOnGroundTime > 0) {
accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount : Data.runDeccelAmount; accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount : Data.runDeccelAmount;
else }
else if (wasGrappling) {
accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * (Data.deccelInAir / 5);
} else {
accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * Data.deccelInAir; accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * Data.deccelInAir;
}
#endregion #endregion
#region Add Bonus Jump Apex Acceleration #region Add Bonus Jump Apex Acceleration

View File

@ -24,7 +24,7 @@ MonoBehaviour:
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runDeccelAmount: 14.285714 runDeccelAmount: 14.285714
accelInAir: 0.5 accelInAir: 0.5
deccelInAir: 0.05 deccelInAir: 0.2
doConserveMomentum: 1 doConserveMomentum: 1
jumpHeight: 2.25 jumpHeight: 2.25
jumpTimeToApex: 0.4 jumpTimeToApex: 0.4