Refactor: Dash

Repositioned some parts of dash code into skillHandler
This commit is contained in:
2025-08-28 17:09:35 +02:00
parent 25ff65c0b3
commit dc083bfc93
3 changed files with 21 additions and 19 deletions

View File

@@ -9,6 +9,9 @@ public class PlayerMovement : MonoBehaviour
public float gravity = -9.81f;
public float rotationSpeed = 10f;
public float dashSpeed;
public float dashDuration;
private CharacterController controller;
private Vector3 velocity;
private Vector3 move;
@@ -18,7 +21,7 @@ public class PlayerMovement : MonoBehaviour
private void Awake()
{
PlayerSkills = PlayerSkillTree.Instance;
playerSkillHandler = new PlayerSkillHandler();
playerSkillHandler = new PlayerSkillHandler(dashSpeed, dashDuration);
}
void Start()
@@ -30,10 +33,9 @@ public class PlayerMovement : MonoBehaviour
{
if (Input.GetKeyDown(KeyCode.Space))
{
/* Ugly part here, need to rewrite later */
/* Get the input for horizontal and vertical movement */
float moveX = Input.GetAxisRaw("Horizontal");
float moveZ = Input.GetAxisRaw("Vertical");
/* End of the ugly part :P */
move = new Vector3(moveX, 0, moveZ).normalized;
StartCoroutine(playerSkillHandler.DashCoroutine(controller, move));
@@ -54,15 +56,6 @@ public class PlayerMovement : MonoBehaviour
void FixedUpdate()
{
if (playerSkillHandler.IsDashing())
{
Physics.IgnoreLayerCollision(6, 7, true);
}
else
{
Physics.IgnoreLayerCollision(6, 7, false);
}
HandleMovement();
ApplyGravity();
}