Update changes to scripts and AudioSystem #224
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@ -41,7 +41,7 @@ public class PlayerController : Script
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[Tooltip("Max vel for walking")]
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public float maxMoveVel = 2.0f;
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[Tooltip("how much force is apply for walking")]
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public float moveForce = 50.0f;
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public float moveForce = 2.0f;
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[Tooltip("increase the moveForce and maxMoveVel by its amt")]
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public float sprintMultiplier = 2.0f;
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@ -137,11 +137,10 @@ public class PlayerController : Script
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protected override void fixedUpdate()
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{
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//Rotation();
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if (rb)
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Debug.Log($"Before x: {rb.LinearVelocity.x} z:{rb.LinearVelocity.z}");
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MoveKey();
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//to be change
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if (rb)
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rb.AddForce(new Vector3(-rb.GetForce().x, -rb.GetForce().y, -rb.GetForce().z));
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@ -149,28 +148,12 @@ public class PlayerController : Script
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Sprint();
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Jump();
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Gravity();
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if (rb)
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Debug.Log($"After x: {rb.LinearVelocity.x} z:{rb.LinearVelocity.z}");
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//Debug.Log($"X: {rb.LinearVelocity.x}" + $" z: {rb.LinearVelocity.z}");
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}
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private void MoveKey()
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{
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/* if (Input.GetKey(Input.KeyCode.A))
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xAxisMove = -1;
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else if (Input.GetKey(Input.KeyCode.D))
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xAxisMove = 1;
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else
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xAxisMove = 0;
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if (Input.GetKey(Input.KeyCode.W))
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zAxisMove = -1;
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else if (Input.GetKey(Input.KeyCode.S))
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zAxisMove = 1;
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else
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zAxisMove = 0;*/
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xAxisMove = 0;
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zAxisMove = 0;
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@ -240,22 +223,23 @@ public class PlayerController : Script
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{
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if (rb != null)
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{
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rb.AddForce(new Vector3(axisMove.x, 0.0f,axisMove.y) * moveForce);
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//rb.AddForce(new Vector3(axisMove.x, 0.0f,axisMove.y) * moveForce);
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rb.LinearVelocity = new Vector3(axisMove.x * moveForce, rb.LinearVelocity.y, axisMove.y * moveForce);
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if (isMoveKeyPress)
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{
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if (rb.LinearVelocity.x > maxMoveVel || rb.LinearVelocity.x < -maxMoveVel)
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if (rb)
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{
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Vector3 v = rb.LinearVelocity;
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v.x = System.Math.Clamp(v.x, -maxMoveVel, maxMoveVel);
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rb.LinearVelocity = v;
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}
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if (rb.LinearVelocity.z > maxMoveVel || rb.LinearVelocity.z < -maxMoveVel)
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{
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Vector3 v = rb.LinearVelocity;
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v.z = System.Math.Clamp(v.z, -maxMoveVel, maxMoveVel);
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rb.LinearVelocity = v;
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Vector3 velNor = rb.LinearVelocity;
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velNor.y = 0.0f;
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if (velNor.GetMagnitude() > maxMoveVel)
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{
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velNor.Normalise();
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velNor *= maxMoveVel;
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rb.LinearVelocity = new Vector3(velNor.x, rb.LinearVelocity.y, velNor.z);
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}
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}
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}
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}
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}
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