refactor (slowndow): create a function in movement script to apply the slowdown 'keep the logic'

This commit is contained in:
Pierre Ryssen
2026-05-01 21:53:19 +02:00
parent f120b487ec
commit 94c28dca2f
2 changed files with 15 additions and 6 deletions

View File

@@ -8,7 +8,7 @@ public class SlowdownArea : MonoBehaviour
public float slowSpeed;
public float timer;
private float baseSpeed;
private float baseJump;
private bool isInZone = false;
private PlayerMovement player;
@@ -19,7 +19,6 @@ public class SlowdownArea : MonoBehaviour
if (area.CompareTag("Player")){
player = area.GetComponent<PlayerMovement>();
jump = area.GetComponent<PlayerJump>();
baseSpeed = player.WalkSpeed;
baseJump = 5.0f;
jump.JumpForce = 1.5f;
isInZone = true;
@@ -32,7 +31,7 @@ public class SlowdownArea : MonoBehaviour
{
isInZone = false;
timer = 0f;
player.WalkSpeed = baseSpeed;
player.ApplySlow(1f);
jump.JumpForce = baseJump;
}
}
@@ -46,6 +45,6 @@ public class SlowdownArea : MonoBehaviour
timer += Time.deltaTime;
float t = Mathf.Clamp(timer * slowSpeed, 0f, 1f);
float multiplicator = Mathf.Lerp(1f, maxSlow, t);
player.WalkSpeed = baseSpeed * multiplicator;
player.ApplySlow(multiplicator);
}
}

View File

@@ -14,12 +14,17 @@ public class PlayerMovement : MonoBehaviour
private Vector3 moveDirection;
// used for root enemies
private float baseWalkSpeed;
private float slowMultiplier = 1f;
private void Awake()
{
m_rigidbody = GetComponent<Rigidbody>();
input = GetComponent<PlayerInputController>();
animator = GetComponent<Animator>();
headController = GetComponent<PlayerHeadController>();
baseWalkSpeed = WalkSpeed;
if (m_rigidbody != null)
{
@@ -27,6 +32,11 @@ public class PlayerMovement : MonoBehaviour
}
}
public void ApplySlow(float multiplier)
{
slowMultiplier = multiplier;
}
private void FixedUpdate()
{
Vector2 m_moveAmt = input.MoveAmount;
@@ -48,7 +58,7 @@ public class PlayerMovement : MonoBehaviour
if (headController.isHoldingHead)
{
m_rigidbody.MovePosition(
m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
m_rigidbody.position + Time.deltaTime * baseWalkSpeed * slowMultiplier * moveDirection
);
}
else
@@ -56,7 +66,7 @@ public class PlayerMovement : MonoBehaviour
if (moveDirection.magnitude >= 0.1f)
{
m_rigidbody.MovePosition(
m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
m_rigidbody.position + Time.deltaTime * baseWalkSpeed * slowMultiplier * moveDirection
);
Quaternion targetRotation = Quaternion.LookRotation(moveDirection);