fixes to over burned materials, particles and other
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@@ -99,6 +99,8 @@ namespace Invector.vCharacterController
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// identify if the rolling animations is playing
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isRolling = IsAnimatorTag("IsRolling");
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if (isRolling)
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Debug.Log("isRolling: " + isRolling);
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// identify if a turn on spot animation is playing
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isTurningOnSpot = IsAnimatorTag("TurnOnSpot");
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// locks player movement while a animation with tag 'LockMovement' is playing
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@@ -525,7 +525,7 @@ namespace Invector.vCharacterController
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/// <returns></returns>
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protected virtual bool RollConditions()
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{
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return (!cc.isRolling || cc.canRollAgain) && cc.isGrounded && cc.input != Vector3.zero && !cc.customAction && cc.currentStamina > cc.rollStamina && !cc.isJumping && !cc.isSliding;
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return (!cc.isRolling || cc.canRollAgain) && cc.isGrounded && /*cc.input != Vector3.zero && */!cc.customAction && cc.currentStamina > cc.rollStamina && !cc.isJumping && !cc.isSliding;
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}
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/// <summary>
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@@ -533,7 +533,8 @@ namespace Invector.vCharacterController
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/// </summary>
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protected virtual void RollInput()
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{
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if (rollInput.GetButtonDown() )//&& RollConditions())
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//Debug.Log("RollInput, roll conditions: " + RollConditions());
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if (rollInput.GetButtonDown() && RollConditions())
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{
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cc.Roll();
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}
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