gg.easy.airship 0.1.1813 → 0.1.1815
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@@ -131,9 +131,9 @@ namespace Code.Player.Character {
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//Blend directional influence
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float blendMod = targetMagnitude > currentMagnitude ? this.directionalBlendLerpMod : this.directionalBlendLerpMod /2f;
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currentVelNormalized = Vector2.MoveTowards(currentVelNormalized, targetVelNormalized, blendMod * Time.deltaTime);
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134
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animator.SetFloat("VelX", currentVelNormalized.x);// * Mathf.Clamp01(currentPlaybackSpeed));
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134
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+
animator.SetFloat("VelX", Mathf.Abs(currentVelNormalized.x) < .01 ? 0 : currentVelNormalized.x);// * Mathf.Clamp01(currentPlaybackSpeed));
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animator.SetFloat("VelY", Mathf.Lerp(animator.GetFloat("VelY"), verticalVel, Time.deltaTime*1.5f));
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136
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animator.SetFloat("VelZ", currentVelNormalized.y);// * Mathf.Clamp01(currentPlaybackSpeed));
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+
animator.SetFloat("VelZ", Mathf.Abs(currentVelNormalized.y) < .01 ? 0 : currentVelNormalized.y);// * Mathf.Clamp01(currentPlaybackSpeed));
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animator.SetFloat("Speed", targetMagnitude);
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@@ -391,7 +391,7 @@ private void OnEnable() {
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* md.State MUST be set in all cases below.
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* We CANNOT read md.State at this point. Only md.PrevState.
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*/
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-
var isMoving =
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var isMoving = currentVelocity.sqrMagnitude > .1f;
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var inAir = didJump || (!detectedGround && !prevStepUp);
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var tryingToSprint = moveData.onlySprintForward ?
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md.sprint && this.graphicTransform.InverseTransformVector(md.moveDir).z > 0.1f : //Only sprint if you are moving forward
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