movement acceleration

master
Jordan Orelli 4 years ago
parent 401db24db9
commit a3dacc27f8

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@ -8,11 +8,15 @@ public class PlayerController : MonoBehaviour {
public float jumpHeight = 4f;
public float timeToJumpApex = 0.4f;
public float moveSpeed = 6f;
public float maxFallSpeed = -20f;
public float timeToMaxRunSpeed = 0.15f;
public float timeToMaxAirmoveSpeed = 0.25f;
private float jumpVelocity = 8f;
private float gravity = -20f;
private Vector3 velocity;
private MoveController moveController;
private float velocityXSmoothing;
void Start() {
moveController = GetComponent<MoveController>();
@ -32,8 +36,18 @@ public class PlayerController : MonoBehaviour {
if (Input.GetKeyDown(KeyCode.Space) && moveController.collisions.below) {
velocity.y = jumpVelocity;
}
velocity.x = input.x * moveSpeed;
float targetX = input.x * moveSpeed;
if (moveController.collisions.below) {
velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxRunSpeed);
} else {
velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
}
velocity.y += gravity * Time.deltaTime;
if (velocity.y < maxFallSpeed) {
velocity.y = maxFallSpeed;
}
moveController.Move(velocity * Time.deltaTime);
}

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