Change playercontroller to fixed dt and change starting scene #269
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@ -1,4 +1,4 @@
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Start in Fullscreen: false
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Start in Fullscreen: false
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Starting Scene ID: 94246101
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Starting Scene ID: 97158628
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Window Size: {x: 1920, y: 1080}
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Window Size: {x: 1920, y: 1080}
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Window Title: SHADE Engine
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Window Title: SHADE Engine
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@ -315,13 +315,13 @@ public class PlayerController : Script
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{
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{
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Quaternion currentRotation = tranform.LocalRotation;
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Quaternion currentRotation = tranform.LocalRotation;
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Quaternion targetRotation = Quaternion.LookRotation(new Vector3(axisMove.x, 0.0f, axisMove.y), new Vector3(0.0f, 1.0f, 0.0f));
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Quaternion targetRotation = Quaternion.LookRotation(new Vector3(axisMove.x, 0.0f, axisMove.y), new Vector3(0.0f, 1.0f, 0.0f));
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tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.DeltaTime);
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tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.FixedDeltaTime);
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}
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}
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else if (camArm && tranform && isAiming)
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else if (camArm && tranform && isAiming)
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{
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{
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Quaternion currentRotation = tranform.LocalRotation;
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Quaternion currentRotation = tranform.LocalRotation;
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Quaternion targetRotation = Quaternion.Euler(0.0f, SHADE.Math.DegreesToRadians(camArm.Yaw + 180.0f), 0.0f);
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Quaternion targetRotation = Quaternion.Euler(0.0f, SHADE.Math.DegreesToRadians(camArm.Yaw + 180.0f), 0.0f);
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tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.DeltaTime);
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tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.FixedDeltaTime);
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}
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}
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}
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}
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@ -346,14 +346,14 @@ public class PlayerController : Script
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else if (currentState == RaccoonStates.FALLING)
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else if (currentState == RaccoonStates.FALLING)
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{
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{
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float prevYVel = v.y;
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float prevYVel = v.y;
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float newYVel = v.y + (gravity * fallMultipler * (float)Time.DeltaTime);
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float newYVel = v.y + (gravity * fallMultipler * (float)Time.FixedDeltaTime);
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float nextYVel = (prevYVel + newYVel) * 0.5f;
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float nextYVel = (prevYVel + newYVel) * 0.5f;
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v.y = nextYVel;
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v.y = nextYVel;
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}
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}
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else
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else
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{
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{
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float prevYVel = v.y;
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float prevYVel = v.y;
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float newYVel = v.y + (gravity * (float)Time.DeltaTime);
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float newYVel = v.y + (gravity * (float)Time.FixedDeltaTime);
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float nextYVel = (prevYVel + newYVel) * 0.5f;
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float nextYVel = (prevYVel + newYVel) * 0.5f;
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v.y = nextYVel;
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v.y = nextYVel;
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}
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}
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