fixing the manlting into geo
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 19s
Create tag and build when new code gets to main / Export (push) Successful in 9m42s

This commit is contained in:
2026-01-06 12:36:38 +01:00
parent 59494f9e98
commit 6c2ad89687
5 changed files with 37 additions and 20 deletions

View File

@@ -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="."]

View File

@@ -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");
}