PlayerController Slope fix

Fixing that the player can walk over any slope
This commit is contained in:
juliuse98
2021-10-04 13:00:22 +02:00
parent 5a2387c47f
commit 97616d5fb7
2 changed files with 116 additions and 2 deletions

View File

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View File

@@ -17,6 +17,7 @@ public class PlayerMovement : MonoBehaviour
[SerializeField] private Transform groundCheck;
[SerializeField] private float groundDistance = 0.4f;
[SerializeField] private LayerMask groundMask;
[SerializeField] private float maxWalkebleAngle = 45f;
public bool isSprinting = false;
public bool isSneaking = false;
@@ -27,10 +28,13 @@ public class PlayerMovement : MonoBehaviour
private bool isJumpSprinting = false;
float x;
float z;
float angle;
Vector3 movement;
Vector3 moveDirection;
Vector3 angleDir;
private void Start()
{
@@ -54,6 +58,20 @@ public class PlayerMovement : MonoBehaviour
{
//Check every frame if the player stands on the ground
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
RaycastHit hit;
if (Physics.Raycast(gameObject.transform.position, Vector3.down, out hit)) {
Vector3 t = hit.normal;
angle = Vector3.Angle(t,Vector3.up);
angleDir = new Vector3(t.x,0,t.z).normalized;
}
Vector3 g = angleDir - Vector3.forward;
Debug.Log(g.magnitude);
if (angle > maxWalkebleAngle && !(g.magnitude > 1))
{
isGrounded = false;
}
if (isGrounded)
{
@@ -89,7 +107,7 @@ public class PlayerMovement : MonoBehaviour
x = Input.GetAxis("Horizontal");
z = Input.GetAxis("Vertical");
moveDirection.Set(x,0,z);
movement = x * modifiedSpeed * transform.right + new Vector3(0, rb.velocity.y, 0) + z * modifiedSpeed * transform.forward;
}