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Commit ee919357 authored by Matthewit Dechatech's avatar Matthewit Dechatech
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Turn off friction on player input, tweak impact function, fix some subpixels

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@@ -315,13 +315,11 @@ public float SensorsRotation
 
/// <summary>
/// Whether the controller is facing forward or backward. This doesn't actually affect graphics, but it's
/// used for making dashes go in the right direction. Doing something such as flipping the sprite can be
/// handled using FacingForwardBool with animtion.
/// used for making dashes go in the right direction.
/// </summary>
[SerializeField]
[Tooltip("Whether the controller is facing forward or backward. This doesn't actually affect graphics, but it's " +
"used for making dashes go in the right direction. Doing something such as flipping the sprite can be " +
"handled using FacingForwardBool with animtion.")]
"used for making dashes go in the right direction..")]
private bool _facingForward;
public bool FacingForward
{
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@@ -1165,10 +1163,6 @@ private bool AirGroundCheck()
Attach(impact);
}
}
else
{
transform.position += (Vector3)groundLeftCheck.Hit.point - Sensors.BottomLeft.position;
}
}
else
{
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@@ -1183,10 +1177,6 @@ private bool AirGroundCheck()
Attach(impact);
}
}
else
{
transform.position += (Vector3)groundRightCheck.Hit.point - Sensors.BottomRight.position;
}
}
}
else if (groundLeftCheck)
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@@ -1201,10 +1191,6 @@ private bool AirGroundCheck()
Attach(impact);
}
}
else
{
transform.position += (Vector3)groundLeftCheck.Hit.point - Sensors.BottomLeft.position;
}
}
else
{
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@@ -1219,10 +1205,6 @@ private bool AirGroundCheck()
Attach(impact);
}
}
else
{
transform.position += (Vector3)groundRightCheck.Hit.point - Sensors.BottomRight.position;
}
}
 
IgnoringThisCollision = false;
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@@ -1697,7 +1679,8 @@ public ImpactResult CheckImpact(TerrainCastHit hit)
 
// The player can't possibly land on something if he's traveling 90 degrees within the normal
var playerAngle = DMath.Angle(Velocity)*Mathf.Rad2Deg;
if (DMath.AngleInRange_d(playerAngle, surfaceDegrees, surfaceDegrees + 180f))
const float NormalTolerance = 45f;
if (DMath.AngleInRange_d(playerAngle - 90f, surfaceDegrees - NormalTolerance, surfaceDegrees + NormalTolerance))
{
return default(ImpactResult);
}
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@@ -251,6 +251,7 @@ public override void OnActiveFixedUpdate()
 
Controller.ApplySlopeGravity = Accelerating || ControlLockTimerOn ||
Mathf.Abs(Controller.GroundVelocity) > MinSlopeGravitySpeed;
Controller.ApplyGroundFriction = !Accelerating && !Braking;
 
if (!ControlLockTimerOn && !DMath.Equalsf(_axis))
Controller.FacingForward = Controller.GroundVelocity >= 0.0f;
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@@ -260,6 +261,7 @@ public override void OnActiveExit()
{
Controller.OnSteepDetach.RemoveListener(OnSteepDetach);
Controller.ApplySlopeGravity = true;
Controller.ApplyGroundFriction = true;
 
if (Animator == null)
return;
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