tweaked and maybe broke ledge grab

This commit is contained in:
derek
2025-06-17 14:09:44 -05:00
parent a33f493a04
commit 227fcd7b2a
4 changed files with 14 additions and 30 deletions

View File

@@ -3,39 +3,16 @@ class_name PlayerClamber
var clamber_point
const CLAMBER_Y_OFFSET = .4
func Enter():
clamber_point = character.get_clamber_point()
character.velocity = Vector3.ZERO
func Physics_Update(delta):
character.global_position.y = lerp(character.global_position.y,clamber_point.y - CLAMBER_Y_OFFSET,delta * 2)
if !is_still_on_ledge():
Transitioned.emit(self,"in air")
apply_gravity(delta)
if Input.is_action_just_pressed("jump"):
jump_with_weight_mod()
Transitioned.emit(self,"in air")
if Input.is_action_just_pressed("crouch"):
Transitioned.emit(self,"in air")
ledge_movement(delta)
func is_still_on_ledge():
if character.clamber_point_ray.is_colliding():
return true
else:
return false
func ledge_movement(delta):
var direction = character.movement_input()
character.velocity.x = lerp(character.velocity.x,direction.x * move_speed,delta * move_transition_speed)
#if direction.x < 0:
#if character.ledge_l_ray.is_colliding():
#character.velocity.x += direction.x * delta * move_speed
#if direction.x > 0:
#if character.ledge_r_ray.is_colliding():
#character.velocity.x += direction.x * delta * move_speed
func Exit():
character.ledge_collision.disabled = true