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How do I make my character fall off slopes grater than its slope limit?
Hi!
I was wondering if anyone could help me with my code. The thing is, when the character gets to a slope with a bigger angle than his slope limit, it just stays there. The idea is that I want him to slide down the slope and while it's falling the user cannot move, like in WoW, but I don't know how. If there is a simple solution, pls tell me. I would be very grateful. Here is the code for "characterMovement" using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerMove : MonoBehaviour { [SerializeField] Transform playerCamera = null; [SerializeField] float mouseSensitivity = 3.5f; [SerializeField] float walkSpeed = 6.0f; [SerializeField] float gravity = -13.0f; [SerializeField] [Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f; [SerializeField] [Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;
[SerializeField] bool lockCursor = true;
float cameraPitch = 0.0f;
float velocityY = 0.0f;
CharacterController controller = null;
[SerializeField] private AnimationCurve jumpFallOff;
[SerializeField] private float jumpMultiplier;
[SerializeField] private KeyCode jumpKey;
private bool isJumping;
[SerializeField] private float slopeForce;
[SerializeField] private float slopeForceRayLenght;
Vector2 currentDir = Vector2.zero;
Vector2 currentDirVelocity = Vector2.zero;
Vector2 currentMouseDelta = Vector2.zero;
Vector2 currentMouseDeltaVelocity = Vector2.zero;
void Start()
{
controller = GetComponent<CharacterController>();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
void Update()
{
UpdateMouseLook();
UpdateMovement();
}
void UpdateMouseLook()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity;
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
}
void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
targetDir.Normalize();
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
if (controller.isGrounded)
velocityY = 0.0f;
velocityY += gravity * Time.deltaTime;
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + Vector3.up * velocityY;
controller.Move(velocity * Time.deltaTime);
if(OnSlope())
{
controller.Move(Vector3.down * controller.height / 2 * slopeForce * Time.deltaTime);
}
JumpInput();
}
private void JumpInput()
{
if (Input.GetKeyDown(jumpKey) && !isJumping)
{
isJumping = true;
StartCoroutine(JumpEvent());
}
}
private IEnumerator JumpEvent()
{
controller.slopeLimit = 90.0f;
float timeInAir = 0.0f;
do
{
float jumpForce = jumpFallOff.Evaluate(timeInAir);
controller.Move(Vector3.up * jumpForce * jumpMultiplier * Time.deltaTime);
timeInAir += Time.deltaTime;
yield return null;
} while (!controller.isGrounded && controller.collisionFlags != CollisionFlags.Above);
controller.slopeLimit = 45.0f;
isJumping = false;
}
private bool OnSlope()
{
if(isJumping)
{
return false;
}
RaycastHit hit;
if (Physics.Raycast(transform.position, Vector3.down, out hit, controller.height / 2 * slopeForceRayLenght))
{
if(hit.normal!=Vector3.up)
{
return true;
}
}
return false;
}
}