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  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script
  • fe parkour script

void Start() rb = GetComponent<Rigidbody>();

// Move over obstacle float elapsedTime = 0; float duration = 0.5f; // Hardcoded vault duration Vector3 startPos = transform.position; Vector3 endPos = startPos + transform.forward * vaultDistance + Vector3.up * vaultHeight;

private Rigidbody rb; private bool isGrounded = true; private bool isWalled = false; private bool isVaulting = false;

void TryWallJump() if (isWalled) WallJump();

while (elapsedTime < duration) transform.position = Vector3.Lerp(startPos, endPos, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null;

// Movement if (!isVaulting) rb.velocity = new Vector3(movement.x * runSpeed, rb.velocity.y, movement.z * runSpeed);

Vector3 GetWallNormal() // Raycast to sides to get wall normal RaycastHit hit; if (Physics.Raycast(transform.position, transform.right, out hit, 1.1f)) return hit.normal; else if (Physics.Raycast(transform.position, -transform.right, out hit, 1.1f)) return hit.normal; return Vector3.zero;

Spieldaten


Parkour Script — Fe

void Start() rb = GetComponent<Rigidbody>();

// Move over obstacle float elapsedTime = 0; float duration = 0.5f; // Hardcoded vault duration Vector3 startPos = transform.position; Vector3 endPos = startPos + transform.forward * vaultDistance + Vector3.up * vaultHeight; fe parkour script

private Rigidbody rb; private bool isGrounded = true; private bool isWalled = false; private bool isVaulting = false; void Start() rb = GetComponent&lt

void TryWallJump() if (isWalled) WallJump(); float duration = 0.5f

while (elapsedTime < duration) transform.position = Vector3.Lerp(startPos, endPos, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null;

// Movement if (!isVaulting) rb.velocity = new Vector3(movement.x * runSpeed, rb.velocity.y, movement.z * runSpeed);

Vector3 GetWallNormal() // Raycast to sides to get wall normal RaycastHit hit; if (Physics.Raycast(transform.position, transform.right, out hit, 1.1f)) return hit.normal; else if (Physics.Raycast(transform.position, -transform.right, out hit, 1.1f)) return hit.normal; return Vector3.zero;

Mo.,
21.3.2016
18:15
Sa.,
26.3.2016
20:45
Mo.,
28.3.2016
15:00