feat: more attempted fixes for models and animations

This commit is contained in:
Chris
2025-12-29 12:54:07 -05:00
parent 58f1bc66bb
commit 338ff3bed4
10 changed files with 2751 additions and 29 deletions

View File

@@ -83,7 +83,7 @@ namespace Reset.Units{
// Tell every unit to set the new health value
if (UnitIsNetworked()) {
SetHealthRpc(newHealth);
SetHealthRpc(newHealth);
} else {
SetHealth(newHealth);
}

View File

@@ -204,7 +204,16 @@ namespace Reset.Units{
// Construct the direction and move
Vector3 finalDir = new Vector3(moveXZDir.x, moveYDir, moveXZDir.y);
controller.Move(finalDir);
Vector3 rootDir = GetComponent<Animator>().deltaPosition * 5f;
SetNewSpeed(10f, 1, true);
Debug.Log(rootDir);
// controller.Move(finalDir + rootDir);
rootDir = Quaternion.AngleAxis(90f, Vector3.left) * rootDir;
// controller.Move(rootDir * 1f);
}
// Setting absolute to true will cause the current gravity to snap to the new gravity value.