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3904d75eea
...
basics-gam
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{
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OnValidate();
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ClearState();
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{
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{
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private void OnCollisionStay(Collision collision)
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{
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{
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{
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if (onGround || jumpPhase < maxAirJumps)
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{
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jumpPhase++;
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Vector3 zAxis = ProjectOnContactPlane(Vector3.forward).normalized;
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|
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Mathf.MoveTowards(currentX, desiredVelocity.x, maxSpeedChange);
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float newZ =
|
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Mathf.MoveTowards(currentZ, desiredVelocity.z, maxSpeedChange);
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}
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private Vector3 ProjectOnContactPlane(Vector3 vector)
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{
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return vector - contactNormal * Vector3.Dot(vector, contactNormal);
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}
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void ClearState()
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{
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Reference in New Issue
Block a user