Some edit for better play
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6f71f6225e
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@ -85,7 +85,7 @@ public class PlayerController : MonoBehaviour
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}
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}
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float curSpeedX = canMove ? (currentSpeed + speedModifier) : 0;
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float curSpeedX = canMove ? (currentSpeed + speedModifier) : 0;
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float curSpeedY = canMove ? (currentSpeed + 5f + speedModifier) * Input.GetAxis("Horizontal") : 0;
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float curSpeedY = canMove ? (currentSpeed + currentSpeed + speedModifier) * Input.GetAxis("Horizontal") : 0;
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moveDirection = (platformForward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
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moveDirection = (platformForward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
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@ -157,7 +157,7 @@ public class PlayerController : MonoBehaviour
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axis = Vector3.Cross(-transform.up, saveDirection);
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axis = Vector3.Cross(-transform.up, saveDirection);
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angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, saveDirection));
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angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, saveDirection));
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transform.RotateAround(axis, angle * Time.deltaTime * 5f);
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transform.RotateAround(axis, angle * Time.deltaTime * 8f);
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}
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}
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if (pullObject != null)
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if (pullObject != null)
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@ -47,7 +47,7 @@ public class ProceduralGeneration : MonoBehaviour
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List<GameObject> spawnSpiralOfPlatforms(GameObject lastObject, GameObject objToSpawn, GameObject parentLevelObject)
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List<GameObject> spawnSpiralOfPlatforms(GameObject lastObject, GameObject objToSpawn, GameObject parentLevelObject)
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{
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{
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// configuration:
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// configuration:
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float horizontalDistancePerPlatform = (float)Random.Range(1.0f, 3.0f);
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float horizontalDistancePerPlatform = (float)Random.Range(2.0f, 3.0f);
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List<GameObject> levelBlocksSpawnTemp = new List<GameObject>();
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List<GameObject> levelBlocksSpawnTemp = new List<GameObject>();
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// Debug.Log("Building LOOP");
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// Debug.Log("Building LOOP");
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