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Question by PineTreeDev · Jul 18, 2019 at 08:06 PM · movement2d gameunity 2dcombat

How to smooth out character Roll in a Top-down 2D movement

I'm doing a Top Down view like a Dungeon crawler and types like that, and I have my character moving around, attacking etc... But my dodge is a teleport, I can't seem to make it smooth out movement and still being affected by walls properly.

 // Inspector Variables
 [SerializeField] private float playerSpeed;
 [SerializeField] private float rollDistance;
 [SerializeField] private float rollSpeed;
 [SerializeField] private int   dodgeIF;
 
 // Dodge Roll variables
 private Vector3     rollDir;
 private float       distanceMoved;
 private float       currentIF;
 private Vector3     rollEndPoint;
 
 private void HandleDodgeRoll()
     {
         if (Input.GetButtonDown("Fire2"))
         {
             Debug.Log("Rolled");
 
             rollDir = GetMovementInputs().normalized;
             rollEndPoint = transform.position + (rollDir * rollDistance);
             distanceMoved = 0;
             currentIF = 0;
 
             state = PlayerState.DodgeRoll;
         }
     }
 
     private void Roll()
     {
         if (distanceMoved < rollDistance)
         {
             distanceMoved = Mathf.Lerp(0, rollDistance, 1f);
             transform.position = Vector3.Lerp(transform.position, rollEndPoint, 1f);
         }
         else
         {
             state = PlayerState.Normal;
         }
         if (currentIF < dodgeIF)
         {
             Invulnurable = true;
             currentIF++;
         }
     }


For starter's I know my problem is on the Lerp that I use to move my character, though I don't know how to smooth out the movement using it. Any other way to move the character during the roll?
It's a bit of a weird solution for a combat roll, but it's what I came up with... Any help to make it better is welcome of course!

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avatar image ryanmillerca · Jul 18, 2019 at 09:12 PM 0
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Where is Roll() getting called?

avatar image PineTreeDev ryanmillerca · Jul 18, 2019 at 10:53 PM 0
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In the Update function, Roll() is being called im sure of it but here

 void Update()
     {
         switch (state)
         {
             case PlayerState.Normal:
                 CalculateVelocity();
                 HandleDodgeRoll();
                 break;
             case PlayerState.DodgeRoll:
                 Roll();
                 break;
         }  
     }

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