changed: more grapple tweaks and fixes

This commit is contained in:
Chris
2025-08-21 22:12:28 -04:00
parent a289c78b5d
commit 3e0a6885fb
3 changed files with 51 additions and 15 deletions

View File

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