let character jump up forward when pushing against a wall; other fixes;
This commit is contained in:
@@ -470,7 +470,7 @@ local function Character(model_scene, start_transform, controllable, anim_scene)
|
||||
dir = vector.TransformNormal(dir.Normalize(), rotation_matrix)
|
||||
dir.SetY(0)
|
||||
charactercomponent.Turn(dir.Normalize())
|
||||
local speed = 0
|
||||
local speed = self.walk_speed
|
||||
if self.state == States.WALK then
|
||||
speed = self.walk_speed
|
||||
elseif self.state == States.JOG then
|
||||
@@ -580,15 +580,17 @@ local function Character(model_scene, start_transform, controllable, anim_scene)
|
||||
if self.state == States.SWIM_IDLE then
|
||||
self.state = States.SWIM
|
||||
self:MoveDirection(lookDir)
|
||||
elseif self.ground_intersect then
|
||||
if(input.Down(KEYBOARD_BUTTON_LSHIFT) or input.Down(GAMEPAD_BUTTON_6)) then
|
||||
if input.Down(string.byte('E')) or input.Down(GAMEPAD_BUTTON_5) then
|
||||
self.state = States.RUN
|
||||
elseif self.ground_intersect or charactercomponent.IsWallIntersect() then
|
||||
if self.ground_intersect then
|
||||
if(input.Down(KEYBOARD_BUTTON_LSHIFT) or input.Down(GAMEPAD_BUTTON_6)) then
|
||||
if input.Down(string.byte('E')) or input.Down(GAMEPAD_BUTTON_5) then
|
||||
self.state = States.RUN
|
||||
else
|
||||
self.state = States.JOG
|
||||
end
|
||||
else
|
||||
self.state = States.JOG
|
||||
self.state = States.WALK
|
||||
end
|
||||
else
|
||||
self.state = States.WALK
|
||||
end
|
||||
self:MoveDirection(lookDir)
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user