edited some player data to make grapple and jump feel better
This commit is contained in:
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@ -22,30 +22,30 @@ AnimationClip:
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@ -1,5 +1,56 @@
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@ -8,7 +59,13 @@ AnimatorController:
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@ -10,7 +10,8 @@ AnimatorState:
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AnimatorController:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@ -56,7 +111,13 @@ AnimatorController:
|
|||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: Squirrel Sprite Sheet_24
|
m_Name: Squirrel Sprite Sheet_24
|
||||||
serializedVersion: 5
|
serializedVersion: 5
|
||||||
m_AnimatorParameters: []
|
m_AnimatorParameters:
|
||||||
|
- m_Name: Defeated
|
||||||
|
m_Type: 9
|
||||||
|
m_DefaultFloat: 0
|
||||||
|
m_DefaultInt: 0
|
||||||
|
m_DefaultBool: 0
|
||||||
|
m_Controller: {fileID: 0}
|
||||||
m_AnimatorLayers:
|
m_AnimatorLayers:
|
||||||
- serializedVersion: 5
|
- serializedVersion: 5
|
||||||
m_Name: Base Layer
|
m_Name: Base Layer
|
||||||
|
@ -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
|
||||||
|
@ -24,7 +24,7 @@ MonoBehaviour:
|
|||||||
runDecceleration: 2
|
runDecceleration: 2
|
||||||
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
|
||||||
|
Loading…
Reference in New Issue
Block a user