I Think i Fixed Everyting

This commit is contained in:
juliuse98
2021-11-11 20:26:03 +01:00
parent ea8394bd16
commit a31989b459
18 changed files with 2106 additions and 612 deletions

View File

@@ -8,7 +8,7 @@ using Mirror;
public class PlayerController : NetworkBehaviour
{
[SerializeField] private AimDownSights ADSContoller;
[SerializeField] private ProcedualAnimationController procedualAnimationController;
[Header("Movement")]
[SerializeField] private float walkSpeed = 6.0f;
[SerializeField] private float sprintSpeed = 10.0f;
@@ -36,7 +36,8 @@ public class PlayerController : NetworkBehaviour
private Vector3 currentDir = Vector3.zero;
private Vector3 currentDirVelocity = Vector3.zero;
private Vector3 velocity = Vector3.zero;
public Vector3 velocity = Vector3.zero;
private Vector3 refVelocity = Vector3.zero;
private void Start()
@@ -65,8 +66,8 @@ public class PlayerController : NetworkBehaviour
public bool isMoving()
{
if (velocity.x == 0 && velocity.y == 0 && velocity.z == 0) return true;
else return false;
if (velocity.x == 0 && velocity.y == 0 && velocity.z == 0) return false;
else return true;
}
private void CheckGoundAngle()
@@ -101,16 +102,18 @@ public class PlayerController : NetworkBehaviour
{
if (Input.GetAxisRaw("Sprint") > 0 && isGrounded && !ADSContoller.isAiming)
{
if (Input.GetAxisRaw("Sprint") > 0 && isGrounded && !procedualAnimationController.isAiming)
{
movementSpeed = sprintSpeed;
isSprinting = true;
}
else
{
if(ADSContoller.isAiming) movementSpeed = aimWalkSpeed;
if(procedualAnimationController.isAiming) movementSpeed = aimWalkSpeed;
else movementSpeed = walkSpeed;
isSprinting = false;
}
//Grounded
@@ -133,6 +136,7 @@ public class PlayerController : NetworkBehaviour
}
inputDirection = new Vector3(Input.GetAxisRaw("Horizontal"),0, Input.GetAxisRaw("Vertical")); //Get Inputs
inputDirection.Normalize(); //Damit schr<68>g laufen nicht schneller ist
if (isGrounded)
@@ -145,11 +149,8 @@ public class PlayerController : NetworkBehaviour
currentDir = moveDirection;
}
velocity = currentDir * movementSpeed + new Vector3(0, velocityY, 0);
velocity = Vector3.SmoothDamp(velocity, currentDir * movementSpeed + new Vector3(0, velocityY, 0),ref refVelocity,0.01f);
controller.Move(velocity * Time.deltaTime);
}
}