fixing the manlting into geo
This commit is contained in:
@@ -78,7 +78,7 @@ DoubleJumpGravityLesseningFactor = 1.5
|
||||
MegaJumpStartVelocity = 30.0
|
||||
MegaJumpHangTimeInFrames = 12
|
||||
MegaJumpGravityLesseningFactor = 1.2
|
||||
WallJumpStartVelocity = 12.0
|
||||
WallJumpStartVelocity = 8.0
|
||||
MaxNumberOfEmpoweredActions = 3
|
||||
SimpleDashStrength = 15.0
|
||||
PoweredDashStrength = 30.0
|
||||
@@ -252,7 +252,6 @@ offset_left = 1524.0
|
||||
offset_top = 1.0
|
||||
offset_right = -8.0
|
||||
offset_bottom = 1.0
|
||||
enabled = false
|
||||
initial_node_to_watch = NodePath("../StateChart")
|
||||
|
||||
[node name="UI" type="Control" parent="."]
|
||||
|
||||
@@ -485,15 +485,17 @@ public partial class PlayerController : CharacterBody3D
|
||||
|
||||
public void HandleAirborne(float delta)
|
||||
{
|
||||
|
||||
MoveInAir(delta);
|
||||
if (isOnFloorCustom())
|
||||
_playerState.SendEvent("grounded");
|
||||
|
||||
if (IsTryingToMantle()) _playerState.SendEvent("mantle");
|
||||
|
||||
|
||||
if (!WallHugSystem.IsWallHugging())
|
||||
{
|
||||
_isWallJumpAvailable = true; // reset wall jump if we left the wall
|
||||
return;
|
||||
}
|
||||
|
||||
// Going upwards, we stay simply airborne
|
||||
if (Velocity.AngleTo(Vector3.Up) < Math.PI / 4)
|
||||
@@ -640,7 +642,10 @@ public partial class PlayerController : CharacterBody3D
|
||||
|
||||
if (_onWallHuggingCoyoteEnabled.Active || _onWallRunningCoyoteEnabled.Active)
|
||||
{
|
||||
if (!_isWallJumpAvailable) return;
|
||||
if (!_isWallJumpAvailable)
|
||||
{
|
||||
OnJumpFromWall();
|
||||
}
|
||||
}
|
||||
_playerState.SendEvent("jump");
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user