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Fixed character movement stuck bug #500

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25 changes: 24 additions & 1 deletion UOP1_Project/Assets/Scripts/Characters/Protagonist.cs
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@ public class Protagonist : MonoBehaviour

private Vector2 _inputVector;
private float _previousSpeed;
private double _lastHitTime = double.NegativeInfinity;

//These fields are read and manipulated by the StateMachine actions
[NonSerialized] public bool jumpInput;
Expand All @@ -30,7 +31,29 @@ public class Protagonist : MonoBehaviour

private void OnControllerColliderHit(ControllerColliderHit hit)
{
lastHit = hit;
bool isHitAccepted = false;
double time = Time.timeAsDouble;
if (_lastHitTime < time)
{
// New hit is in new frame, discard our outdated hit
isHitAccepted = true;
}
else
{
// Its the same frame, let's decide which hit to keep
if (lastHit.normal.y < hit.normal.y)
{
// New hit is pointing more upwards, more likely a floor hit
// We should prioritize floor hits over wall hits
isHitAccepted = true;
}
}

if(isHitAccepted)
{
lastHit = hit;
_lastHitTime = time;
}
}

//Adds listeners for events being triggered in the InputReader script
Expand Down