Fixed Player jump

This commit is contained in:
louishorlaville 2022-10-22 21:08:34 -04:00
parent 21b87a28d3
commit 903a2e443d
3 changed files with 347 additions and 14 deletions

View File

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canWalk: 1
canJump: 0
canJump: 1
movementSpeed: 0.8
jumpPower: 5
jumpPower: 3
afterJumpHorizontalSlowdownTime: 1
groundDrag: 1
airDrag: 0
playerHeight: 0.5
playerHeight: 0.6
jumpAirSlowdown: 80
isGrounded: 0
isJumping: 0
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@ -394,6 +509,22 @@ MonoBehaviour:
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m_ActionId: e09d302b-d2bc-4e8e-a3a4-8cb74814c2cc
m_ActionName: Player/Jump[/Keyboard/space,/XInputControllerWindows/buttonSouth]
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m_ActionId: 7d1c4cb5-032a-4799-ac7b-841a778c389d
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m_ActionName: Player/RaiseLowerGrapple[/Keyboard/w,/Keyboard/s]
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@ -416,9 +547,12 @@ MonoBehaviour:
canJump: 1
movementSpeed: 1.5
jumpPower: 5
afterJumpHorizontalSlowdownTime: 0
groundDrag: 0.2
airDrag: 0
playerHeight: 0
jumpAirSlowdown: 0
isGrounded: 0
isJumping: 0
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View File

@ -14,16 +14,40 @@ public class CharacterMovement : MonoBehaviour
[Header("Movement settings")]
[SerializeField] private float movementSpeed;
[SerializeField] private float jumpPower;
[SerializeField] private float afterJumpHorizontalSlowdownTime;
[Header("Character properties")]
[SerializeField] private float groundDrag;
[SerializeField] private float airDrag;
[SerializeField] private float playerHeight;
[SerializeField] private float jumpAirSlowdown;
public bool isGrounded;
public bool isJumping;
private bool isStunned = false;
private Vector3 rawInputMovement;
private float afterJumpHorizontalSlowdownTimeCounter;
private bool stopWalk;
private void Update()
{
if (isGrounded)
{
stopWalk = false;
afterJumpHorizontalSlowdownTimeCounter = afterJumpHorizontalSlowdownTime;
}
else
{
afterJumpHorizontalSlowdownTimeCounter -= Time.deltaTime;
stopWalk = true;
}
if (afterJumpHorizontalSlowdownTimeCounter <= 0f)
{
stopWalk = false;
}
}
private void FixedUpdate()
{
@ -32,10 +56,18 @@ public class CharacterMovement : MonoBehaviour
}
if (canWalk || canJump)
{
Debug.Log("test");
//The walk is actually handled here
if (!stopWalk)
{
rb.AddForce(new Vector3(rawInputMovement.x * movementSpeed, rawInputMovement.y, rawInputMovement.z * movementSpeed), ForceMode.Impulse);
}
else
{
rb.AddForce(new Vector3(rawInputMovement.x * movementSpeed/ jumpAirSlowdown, rawInputMovement.y, rawInputMovement.z * movementSpeed/ jumpAirSlowdown), ForceMode.Impulse);
}
}
Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.down) * playerHeight, Color.yellow);
//Ground Check
@ -57,10 +89,7 @@ public class CharacterMovement : MonoBehaviour
//Handle Grounded
if (isGrounded)
{
rb.drag = groundDrag;
isJumping = false;
}
else
rb.drag= airDrag;
}
@ -86,10 +115,13 @@ public class CharacterMovement : MonoBehaviour
{
if(canJump && isGrounded)
{
isJumping = true;
float inputMovement = value.ReadValue<float>();
rb.velocity = new Vector3(rb.velocity.x, jumpPower* inputMovement, rb.velocity.z);
rb.velocity = new Vector3(rb.velocity.x, jumpPower * inputMovement, rb.velocity.z);
//rawInputMovement = new Vector3(rawInputMovement.x, jumpPower, rawInputMovement.z);
if (inputMovement == 1f)
{
Debug.Log("start jump");
}
}
}