more work on wall running
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@@ -43,6 +43,7 @@ func start_wall_running():
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print("SURFACE NORMAL : ", running_surface_normal)
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character.wall_run_direction = wall_run_direction
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character.wall_run_surface_normal = running_surface_normal
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Transitioned.emit(self,"wall running")
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if running_surface_normal:
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character.wall_run_direction = wall_run_direction
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character.wall_run_surface_normal = running_surface_normal
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Transitioned.emit(self,"wall running")
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@@ -7,15 +7,24 @@ func Physics_Update(delta):
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else:
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wall_run_movement(delta)
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apply_gravity(delta)
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if Input.is_action_just_pressed("jump"):
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wall_jump()
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enable_wall_rays()
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if !can_wall_run():
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Transitioned.emit(self,"in air")
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func wall_jump():
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character.velocity += (Vector3(0,1,0) + character.wall_run_surface_normal).normalized() * 10
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character.velocity += (Vector3(0,1,0) + character.wall_run_direction).normalized() * 15
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Transitioned.emit(self,"in air")
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func wall_run_movement(delta):
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if Input.is_action_pressed("move_up"):
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character.velocity.x = lerp(character.velocity.x,character.wall_run_direction.x * move_speed,delta * 7)
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character.velocity.z = lerp(character.velocity.z,character.wall_run_direction.z * move_speed,delta * 7)
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character.velocity.x = lerp(character.velocity.x,character.wall_run_direction.x * move_speed,delta * move_transition_speed)
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character.velocity.z = lerp(character.velocity.z,character.wall_run_direction.z * move_speed,delta * move_transition_speed)
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else:
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Transitioned.emit(self,"in air")
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func wall_run_gravity(delta):
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character.velocity.y -= 9.8 * .75 * delta
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