changed: more grapple tweaks and fixes
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@@ -123,6 +123,11 @@ namespace Reset.Units{
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additionalSpeed = power;
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}
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public void SetNewDirection(Vector3 inputDirection, float power){
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additionalMoveDirection = inputDirection.normalized;
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additionalSpeed = power * Time.deltaTime;
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}
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// Hold a new rotation to be moved to during PlayerFacingDirection.SpecifiedRotation
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public void SetSpecifiedRotation(Quaternion inputRotation){
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specifiedRotation = inputRotation;
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@@ -288,8 +293,8 @@ namespace Reset.Units{
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// Custom move from input
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public void DoMovement(Vector3 moveDir, float speed, float gravityScale, bool relativeToCamera = true){
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if (moveCallDisabledNextFrame) {
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Vector3 velocity = transform.InverseTransformDirection(controller.velocity.normalized);
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outputMoveDirection = new Vector3(velocity.x, outputMoveDirection.y, velocity.z);
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// Vector3 velocity = transform.InverseTransformDirection(controller.velocity.normalized);
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// outputMoveDirection = new Vector3(velocity.x, outputMoveDirection.y, velocity.z);
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moveCallDisabledNextFrame = false;
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@@ -347,6 +352,8 @@ namespace Reset.Units{
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if (inputMovement.magnitude < currentNoY.magnitude) {
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additionalMoveDirection = Vector3.Slerp(additionalMoveDirection, Vector3.zero,data.accelerationSmoothing * Time.deltaTime);
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} else {
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// float deaccelValue = data.deaccelerationCurve.Evaluate(inputMovement.magnitude);
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additionalMoveDirection = Vector3.Lerp(additionalMoveDirection, Vector3.zero, data.deaccelerationSmoothing * Time.deltaTime);
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@@ -354,6 +361,7 @@ namespace Reset.Units{
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// Decay the gravity
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additionalMoveDirection.y -= data.gravityPower;
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additionalMoveDirection.y = Mathf.Max(0f, additionalMoveDirection.y);
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}
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private void UpdateGravityLate(){
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