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How can I maintain elevation during a midair dodge?

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I'm trying to make my character dodge in a straight line in midair. With my code now, they dodge in the direction they're heading, diagonality included. [link text] [1]: https://www.youtube.com/watch?v=qsDtB-vZToI I'm using a State Machine system. Here's my Tick method as of now. public override void Tick(float deltaTime) { Vector3 movement = new Vector3(); movement += stateMachine.transform.forward * stateMachine.DodgeLength / stateMachine.DodgeDuration; Move(movement, deltaTime); remainingDodgeTime -= deltaTime; if(remainingDodgeTime <= 0f) { stateMachine.SwitchState(new PlayerFallingState(stateMachine)); } } I've been told the movement += stateMachine.transform.forward * stateMachine.DodgeLength / stateMachine.DodgeDuration; line is what's causing the "charge" and to start my AirDodge with the direction I want to charge (in this case, straight 0 degree forward to maintain elevation). Problem is: I'm stumped on how to accomplish this. Could anyone help me please? If possible, I'd also like to set up a range, like the player can only launch between 0 and 45 degrees (this would avoid dodging downward or too high upward).

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