Wall effect fix, Jump fix, env collider fix

This commit is contained in:
Ali Sharoz 2025-09-16 17:51:02 +05:00
parent e98c1f133f
commit ffc4f75892
11 changed files with 263 additions and 46 deletions

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View File

@ -17,6 +17,7 @@ public class ChaseObstacleTrigger : MonoBehaviour
contactTimer = 0f;
player.OnObstacleHit(); // First hit (stumble)
}
gameObject.SetActive(false);
}
private void HandleStay()

View File

@ -16,6 +16,7 @@ public class ChasePlayerController : MonoBehaviour
// ===== Movement =====
[Header("Movement")]
public float moveSpeed = 5f;
float startingMoveSpeed;
[SerializeField] private float laneDistance = 2.5f; // 0=Left,1=Mid,2=Right
[SerializeField] private float laneSwitchSpeed = 10f; // units/sec
@ -110,6 +111,7 @@ public class ChasePlayerController : MonoBehaviour
[SerializeField] private Canvas jumpImageCanvas; // optional; drag the Canvas (for camera)
private int jumpCounter=0;
public int numOfJumpsAllowed;
bool cantJump = false;
private bool TouchBeganOnJumpImage(Vector2 screenPos)
{
if (jumpImageRect == null) return false;
@ -120,7 +122,7 @@ public class ChasePlayerController : MonoBehaviour
// Add these public methods anywhere in the class:
public void OnJumpPress()
{
if (jumpCounter >= numOfJumpsAllowed) return;
if (jumpCounter >= numOfJumpsAllowed||cantJump==true) return;
jumpCounter++;
jumpPressTime = Time.time;
TryStartJump();
@ -181,6 +183,7 @@ public class ChasePlayerController : MonoBehaviour
if (animator) animator.applyRootMotion = false;
ForceRunStart();
startingMoveSpeed = moveSpeed;
}
public void SetMoveSpeed(float newSpeed)
@ -491,6 +494,8 @@ public class ChasePlayerController : MonoBehaviour
if (!ignoreGuards && (IsInOrGoingTo(fallShortHash) || IsInOrGoingTo(fallingShortHash) || waitingForGameOver))
return;
moveSpeed = startingMoveSpeed;
if (useSpeedBlendTree && hasSpeedFloat)
animator.SetFloat(speedParamName, runSpeedParamValue);
else if (!string.IsNullOrEmpty(runStateName))
@ -611,6 +616,7 @@ public class ChasePlayerController : MonoBehaviour
originalMoveSpeed = baseMoveSpeed;
SetMoveSpeed(0);
cantJump = true;
StartCoroutine(ResumeRunAfter(fallStateName, fallShortHash));
}
}
@ -642,6 +648,7 @@ public class ChasePlayerController : MonoBehaviour
// restore baseline & current speed
baseMoveSpeed = originalMoveSpeed; // baseline for threat boost
SetMoveSpeed(originalMoveSpeed); // actual run speed now
cantJump = false;
animator.CrossFadeInFixedTime(runStateName, 0.1f, baseLayer, 0f);
}
}

View File

@ -354,7 +354,7 @@ public class CrateEscapePlayerControllerJoystick : MonoBehaviour
public void OnJumpUIButton()
{
if (IsBlocked()) return;
Debug.Log("isGrounded: " + IsGrounded());
if (IsGrounded() || (allowAirJump && !_usedAirJump))
_jumpQueued = true;
}

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@ -9,25 +9,35 @@ public class Skywalker_BreakableWall : MonoBehaviour
public float shrinkScale = 0.1f; // final scale when shrinking
private bool isBreaking = false;
public Transform childMesh;
public void BreakWall()
{
if (isBreaking) return;
isBreaking = true;
// Create a sequence
Sequence seq = DOTween.Sequence();
// Step 1: Shake
seq.Append(transform.DOShakePosition(shakeDuration, strength: 0.2f, vibrato: 10, randomness: 90));
// Step 2: Shrink down
seq.Append(transform.DOScale(Vector3.one * shrinkScale, breakDuration).SetEase(Ease.InBack));
// Step 3: Destroy at the end
seq.OnComplete(() =>
//childMesh.DOShakePosition(shakeDuration,strength: 0.005f, vibrato: 10, randomness: 45).OnComplete(() =>
//{
childMesh.DOScale(Vector3.one * shrinkScale, breakDuration).SetEase(Ease.InOutBack).OnComplete(() =>
{
Destroy(gameObject);
});
//});
// Create a sequence
//Sequence seq = DOTween.Sequence();
//// Step 1: Shake
//seq.Append(childMesh.DOShakePosition(shakeDuration).OnComplete(() =>
//{
// // Step 2: Shrink down
// seq.Append(childMesh.DOScale(Vector3.one * shrinkScale, breakDuration).SetEase(Ease.InBack));
//});
//// Step 3: Destroy at the end
//seq.OnComplete(() =>
//{
// Destroy(gameObject);
//});
}
}

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@ -66,12 +66,14 @@ public class Skywalker_PlayerController : MonoBehaviour
void Jump()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundCheckRadius, groundLayer);
if (jumpPressed && isGrounded)
if (jumpPressed)
{
rb.velocity = new Vector3(rb.velocity.x, jumpForce, rb.velocity.z);
animator.SetTrigger("Jump");
jumpPressed = false; // reset after using
if (isGrounded)
{
rb.velocity = new Vector3(rb.velocity.x, jumpForce, rb.velocity.z);
animator.SetTrigger("Jump");
}
}
}

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