fixes to over burned materials, particles and other

This commit is contained in:
2025-05-19 17:15:53 +02:00
parent cf0e8e0723
commit 4977e08ce3
14 changed files with 1234 additions and 1244 deletions

View File

@@ -99,6 +99,8 @@ namespace Invector.vCharacterController
// identify if the rolling animations is playing
isRolling = IsAnimatorTag("IsRolling");
if (isRolling)
Debug.Log("isRolling: " + isRolling);
// identify if a turn on spot animation is playing
isTurningOnSpot = IsAnimatorTag("TurnOnSpot");
// locks player movement while a animation with tag 'LockMovement' is playing

View File

@@ -525,7 +525,7 @@ namespace Invector.vCharacterController
/// <returns></returns>
protected virtual bool RollConditions()
{
return (!cc.isRolling || cc.canRollAgain) && cc.isGrounded && cc.input != Vector3.zero && !cc.customAction && cc.currentStamina > cc.rollStamina && !cc.isJumping && !cc.isSliding;
return (!cc.isRolling || cc.canRollAgain) && cc.isGrounded && /*cc.input != Vector3.zero && */!cc.customAction && cc.currentStamina > cc.rollStamina && !cc.isJumping && !cc.isSliding;
}
/// <summary>
@@ -533,7 +533,8 @@ namespace Invector.vCharacterController
/// </summary>
protected virtual void RollInput()
{
if (rollInput.GetButtonDown() )//&& RollConditions())
//Debug.Log("RollInput, roll conditions: " + RollConditions());
if (rollInput.GetButtonDown() && RollConditions())
{
cc.Roll();
}