Ejemplo n.º 1
0
    private void ClimbOverLedge()
    {
        //handle movement to top of ledge
        //get point to which we move the RB

        playerAnimationController.HandlePlayerIsClimbing(false);
        playerAnimationController.HandlePlayerIsClimbingLedge(true);

        Debug.DrawRay(ledgePointRaycastPosition.transform.position, transform.up * -1, Color.yellow, 15f);

        if (climbPointChecked == false)
        {
            Ray ledgeRay = new Ray(ledgePointRaycastPosition.transform.position, transform.up * -1);
            if (Physics.Raycast(ledgeRay, out RaycastHit ledgeHitInfo, ledgeClimbCheckDist, ~playerFSM.climbCheckIgnoreLayer))
            {
                Debug.Log("Climbledge found a ledge point!");
                climbPointChecked = true;
                ledgePoint        = ledgeHitInfo.point;
            }
        }

        if (climbPointChecked && Vector3.Distance(this.transform.position, ledgePoint) >= ledgePointAllowedDistance)
        {
            Vector3 targetVector = ledgePoint - this.transform.position;
            gameObject.GetComponent <Collider>().isTrigger = true;
            playerRb.MovePosition(playerRb.transform.position + targetVector * Time.fixedDeltaTime * climbLedgeSpeed);
        }

        if (climbPointChecked && Vector3.Distance(this.transform.position, ledgePoint) <= ledgePointAllowedDistance)
        {
            //playerAnimationController.HandlePlayerIsClimbingLedge(false);
            gameObject.GetComponent <Collider>().isTrigger = false;
            playerRb.isKinematic = false;
            playerAnimationController.HandlePlayerIsClimbingLedge(false);
            EndPlayerState();
        }
        //once ledge has been climbed, make sure no velocity is applied anymore and we are back to using gravity
    }