public override void Step(CharControlMotor player, float deltaTime) { player.HandleSlopeFactor(deltaTime); player.HandleFriction(deltaTime); player.HandleDeceleration(deltaTime); player.HandleGravity(deltaTime); player.HandleFall(); ///* Controls the height of the playerspin ~Birb64 */// if (player.PlayerObject.transform.eulerAngles.z > 100 && player.PlayerObject.transform.eulerAngles.z < 180) { player.PlayerObject.GetComponent <PlayerMotor>().height = 0.012f * player.PlayerObject.transform.eulerAngles.z; } if (player.PlayerObject.transform.eulerAngles.z < 260 && player.PlayerObject.transform.eulerAngles.z > 180) { player.PlayerObject.GetComponent <PlayerMotor>().height = 0.012f * (180 - Mathf.Abs(player.PlayerObject.transform.eulerAngles.z - 180)); } ///* Controls the width of the playerspin ~Birb64 */// if (player.PlayerObject.transform.eulerAngles.z > 30 && player.PlayerObject.transform.eulerAngles.z < 180) { player.PlayerObject.GetComponent <PlayerMotor>().wallExtents = 0.01f * player.PlayerObject.transform.eulerAngles.z; } if (player.PlayerObject.transform.eulerAngles.z < 330 && player.PlayerObject.transform.eulerAngles.z > 180) { player.PlayerObject.GetComponent <PlayerMotor>().wallExtents = 0.01f * (180 - Mathf.Abs(player.PlayerObject.transform.eulerAngles.z - 180)); } else if (player.PlayerObject.transform.eulerAngles.z < 180 || player.PlayerObject.transform.eulerAngles.z > 260) { player.PlayerObject.GetComponent <PlayerMotor>().wallExtents = 0.02f; } if (player.grounded) { if (player.input.actionDown) { player.HandleJump(); } else if (Mathf.Abs(player.velocity.x) < player.stats.minSpeedToUnroll) { player.state.ChangeState <WalkPlayerState>(); } } else { player.state.ChangeState <JumpPlayerState>(); } }
public override void Step(CharControlMotor player, float deltaTime) { player.HandleDeceleration(deltaTime); player.HandleGravity(deltaTime); player.HandleFall(); if (player.grounded && (Mathf.Sign(player.input.horizontal) != Mathf.Sign(player.direction))) { if (player.input.actionDown) { player.HandleJump(); } else if ((Mathf.Abs(player.velocity.x) <= player.stats.turnSpeed) || player.input.horizontal == 0) { player.state.ChangeState <WalkPlayerState>(); } } else { player.state.ChangeState <WalkPlayerState>(); } }
public override void Step(CharControlMotor player, float deltaTime) { player.HandleSlopeFactor(deltaTime); player.HandleFriction(deltaTime); player.HandleDeceleration(deltaTime); player.HandleGravity(deltaTime); player.HandleFall(); if (player.grounded) { if (player.input.actionDown) { player.HandleJump(); } else if (Mathf.Abs(player.velocity.x) < player.stats.minSpeedToUnroll) { player.state.ChangeState <WalkPlayerState>(); } } else { player.state.ChangeState <JumpPlayerState>(); } }