mirror of
https://github.com/celisej567/UnitySourceMovement.git
synced 2026-01-02 17:48:45 +03:00
10
Modified fragsurf/Ladder.cs
Normal file
10
Modified fragsurf/Ladder.cs
Normal file
@@ -0,0 +1,10 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Ladder : MonoBehaviour {
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// Empty class for defining objects as ladders
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// Probably inefficient, but I didn't want to use tags or layers
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}
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11
Modified fragsurf/Ladder.cs.meta
Normal file
11
Modified fragsurf/Ladder.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 3f4efb5e88333de4e8a64c4b9da57961
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -42,6 +42,12 @@ namespace Fragsurf.Movement {
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public bool toggleCrouch = false;
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public bool slidingEnabled = false;
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public bool laddersEnabled = false;
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public bool climbingLadder = false;
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public Vector3 ladderNormal = Vector3.zero;
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public Vector3 ladderDirection = Vector3.forward;
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public Vector3 ladderVelocity = Vector3.zero;
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public bool underwater = false;
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public bool cameraUnderwater = false;
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@@ -38,6 +38,7 @@ namespace Fragsurf.Movement {
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[Header ("Features")]
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public bool crouchingEnabled = true;
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public bool slidingEnabled = false;
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public bool laddersEnabled = true;
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[Header ("Step offset (can be buggy, enable at your own risk)")]
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public bool useStepOffset = false;
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@@ -194,6 +195,7 @@ namespace Fragsurf.Movement {
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_moveData.rigidbodyPushForce = rigidbodyPushForce;
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_moveData.slidingEnabled = slidingEnabled;
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_moveData.laddersEnabled = laddersEnabled;
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_moveData.playerTransform = transform;
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_moveData.viewTransform = viewTransform;
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@@ -44,7 +44,18 @@ namespace Fragsurf.Movement {
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_config = config;
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_deltaTime = deltaTime;
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if (!_surfer.moveData.underwater) {
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if (_surfer.moveData.laddersEnabled && !_surfer.moveData.climbingLadder) {
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// Look for ladders
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LadderCheck (new Vector3(1f, 0.5f, 1f), _surfer.moveData.velocity * Time.deltaTime * 2f);
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}
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if (_surfer.moveData.laddersEnabled && _surfer.moveData.climbingLadder) {
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LadderPhysics ();
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} else if (!_surfer.moveData.underwater) {
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if (_surfer.moveData.velocity.y <= 0f)
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jumping = false;
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@@ -283,7 +294,71 @@ namespace Fragsurf.Movement {
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_surfer.moveData.velocity.y = Mathf.Max (_surfer.moveData.velocity.y, _config.jumpForce);
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}
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private void LadderCheck (Vector3 colliderScale, Vector3 direction) {
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if (_surfer.moveData.velocity.sqrMagnitude <= 0f)
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return;
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Debug.Log ("Checking for ladders");
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bool foundLadder = false;
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RaycastHit [] hits = Physics.BoxCastAll (_surfer.moveData.origin, Vector3.Scale (_surfer.collider.bounds.size * 0.5f, colliderScale), Vector3.Scale (direction, new Vector3 (1f, 0f, 1f)), Quaternion.identity, direction.magnitude, SurfPhysics.groundLayerMask, QueryTriggerInteraction.Collide);
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foreach (RaycastHit hit in hits) {
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Ladder ladder = hit.transform.GetComponentInParent<Ladder> ();
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if (ladder != null) {
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foundLadder = true;
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if (_surfer.moveData.climbingLadder == false) {
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_surfer.moveData.climbingLadder = true;
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_surfer.moveData.ladderNormal = hit.normal;
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_surfer.moveData.ladderDirection = direction;
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}
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}
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}
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if (!foundLadder) {
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_surfer.moveData.ladderNormal = Vector3.zero;
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_surfer.moveData.ladderVelocity = Vector3.zero;
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_surfer.moveData.climbingLadder = false;
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}
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}
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private void LadderPhysics () {
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_surfer.moveData.ladderVelocity = Vector3.up * _surfer.moveData.verticalAxis * 6f;
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_surfer.moveData.velocity = Vector3.Lerp (_surfer.moveData.velocity, _surfer.moveData.ladderVelocity, Time.deltaTime * 10f);
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LadderCheck (Vector3.one, _surfer.moveData.ladderDirection);
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Trace floorTrace = TraceToFloor ();
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if (_surfer.moveData.verticalAxis < 0f && floorTrace.hitCollider != null) {
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_surfer.moveData.velocity = _surfer.moveData.ladderNormal * 0.5f;
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_surfer.moveData.ladderVelocity = Vector3.zero;
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_surfer.moveData.climbingLadder = false;
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}
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if (_surfer.moveData.wishJump) {
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_surfer.moveData.velocity = _surfer.moveData.ladderNormal * 4f;
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_surfer.moveData.ladderVelocity = Vector3.zero;
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_surfer.moveData.climbingLadder = false;
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}
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}
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private void Accelerate (Vector3 wishDir, float wishSpeed, float acceleration, bool yMovement) {
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// Initialise variables
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