Merge branch 'GrapplingHook'
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Assets/Scripts/KingAbilities/Rain.cs
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|
||||
{
|
||||
PlayerStats pStats = other.gameObject.GetComponent<PlayerStats>();
|
||||
pStats.Traction = tractionDefault;
|
||||
pStats.Acc = accelerationDefault;
|
||||
//pStats.Acc /= 1.25f;
|
||||
//pStats.Traction /= 0.75f;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/KingAbilities/Rain.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c28022a6946b2ed44b657d7aecae5c1c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
56
Assets/Scripts/KingAbilities/Snow.cs
Normal file
@@ -0,0 +1,56 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Snow : MonoBehaviour
|
||||
{
|
||||
private float tractionDefault;
|
||||
private float accelerationDefault;
|
||||
//Options for increase
|
||||
// % based aka you have 75% traction while in rain <- with this option we wouldn't need to care about individual players starting points
|
||||
// Flat reduction penalty of number i.e. 3?
|
||||
|
||||
//snow reduces acceleration <- playtest to consider adjusting max speed as well
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.tag == "Player") //In multiplayer we may need a player 1 - X tag for keeping track of individual stats
|
||||
{
|
||||
PlayerStats pStats = other.gameObject.GetComponent<PlayerStats>();
|
||||
tractionDefault = pStats.Traction;
|
||||
if (tractionDefault < 8)
|
||||
{
|
||||
pStats.Traction += 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
pStats.Traction = 10;
|
||||
}
|
||||
|
||||
accelerationDefault = pStats.Acc;
|
||||
if (accelerationDefault > 3)
|
||||
{
|
||||
pStats.Acc -= 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
pStats.Acc = 1;
|
||||
}
|
||||
|
||||
//pStats.Traction *= 1.25f;
|
||||
//pStats.Acc *= 0.75f;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (other.tag == "Player")
|
||||
{
|
||||
PlayerStats pStats = other.gameObject.GetComponent<PlayerStats>();
|
||||
pStats.Traction = tractionDefault;
|
||||
pStats.Acc = accelerationDefault;
|
||||
//pStats.Traction /= 1.25f;
|
||||
//pStats.Acc /= 0.75f;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/KingAbilities/Snow.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c3ae4500a963332498d7e31700c2a9ae
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -12,11 +12,20 @@ public class GrapplingHook : MonoBehaviour
|
||||
private GameObject[] hookPoints;
|
||||
private float distance;
|
||||
|
||||
private CharacterController movementController;
|
||||
private PlayerMovement playerMovement;
|
||||
private PlayerStats pStats;
|
||||
private float ropeLength;
|
||||
private float climbRate = 5;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
isGrappled = false;
|
||||
hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
|
||||
movementController = gameObject.GetComponent<CharacterController>();
|
||||
playerMovement = gameObject.GetComponent<PlayerMovement>();
|
||||
pStats = gameObject.GetComponent<PlayerStats>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@@ -30,7 +39,7 @@ public class GrapplingHook : MonoBehaviour
|
||||
if (hookPointIndex != -1) //If there is a hookpoint
|
||||
{
|
||||
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
|
||||
//physics set up?
|
||||
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
|
||||
isGrappled = true; //toggle grappling state
|
||||
}
|
||||
}
|
||||
@@ -46,7 +55,35 @@ public class GrapplingHook : MonoBehaviour
|
||||
{
|
||||
if (isGrappled)
|
||||
{
|
||||
Debug.DrawRay(gameObject.transform.position, (hookPoint.transform.position - gameObject.transform.position)); //Visual of line
|
||||
|
||||
if (Input.GetKey(KeyCode.LeftShift)) //Extend hook
|
||||
{
|
||||
ropeLength += climbRate * Time.deltaTime;
|
||||
if (ropeLength > maxGrappleDistance)
|
||||
{
|
||||
ropeLength = maxGrappleDistance;
|
||||
}
|
||||
//Debug.Log(ropeLength.ToString());
|
||||
}
|
||||
if (Input.GetKey(KeyCode.RightShift)) // Retract Hook
|
||||
{
|
||||
ropeLength -= climbRate * Time.deltaTime;
|
||||
if (ropeLength < 5)
|
||||
{
|
||||
ropeLength = 5;
|
||||
}
|
||||
//Debug.Log(ropeLength.ToString());
|
||||
}
|
||||
//Do grappling physics based on hookPoint
|
||||
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength)
|
||||
{
|
||||
//Impact Based
|
||||
playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav);
|
||||
//Character controller move?
|
||||
//movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength*Time.deltaTime);
|
||||
//Lerp? or another smoother way? Better physics? Wait until refinement to deal with
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -32,6 +32,7 @@ public class WallRun : MonoBehaviour
|
||||
float elapsedTimeSinceWallAttach = 0;
|
||||
float elapsedTimeSinceWallDetatch = 0;
|
||||
bool jumping;
|
||||
private bool regainedJump = false;
|
||||
|
||||
bool isPlayergrounded() => playerMovementController.isGrounded;
|
||||
|
||||
@@ -111,11 +112,17 @@ public class WallRun : MonoBehaviour
|
||||
elapsedTimeSinceWallDetatch = 0;
|
||||
elapsedTimeSinceWallAttach += Time.deltaTime;
|
||||
playerMovementController.AddPlayerVelocity((Vector3.down * wallGravityDownForce * Time.deltaTime));
|
||||
if (elapsedTimeSinceWallAttach > 0.125f && regainedJump == false)//Allows players to always jump off of walls
|
||||
{
|
||||
regainedJump = true;
|
||||
playerMovementController.decrementCurrentJumpNumber();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
elapsedTimeSinceWallAttach = 0;
|
||||
elapsedTimeSinceWallDetatch += Time.deltaTime;
|
||||
regainedJump = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -147,8 +154,9 @@ public class WallRun : MonoBehaviour
|
||||
|
||||
Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() *Time.deltaTime;// * wallSpeedMultiplier;
|
||||
moveToSet.y = 0;
|
||||
|
||||
Vector3 cancelDrop = new Vector3(0, 0.01f, 0);
|
||||
playerMovementController.SetPlayerVelocity(moveToSet);
|
||||
playerMovementController.AddPlayerVelocity(cancelDrop);
|
||||
//Debug.Log("On Wall");
|
||||
isWallRunning = true;
|
||||
}
|
||||
|
||||
@@ -95,7 +95,6 @@ public class PlayerMovement : NetworkBehaviour
|
||||
capCol.enabled = false;
|
||||
//Wallrun
|
||||
wallRun = gameObject.GetComponent<WallRun>();
|
||||
|
||||
up = this.gameObject.GetComponentInParent<Transform>().up;
|
||||
}
|
||||
|
||||
@@ -151,6 +150,8 @@ public class PlayerMovement : NetworkBehaviour
|
||||
}
|
||||
|
||||
//TESTING RAGDOLL STUFF NEEDS SOME WORK
|
||||
//Checks if player should respawn
|
||||
//Respawn();
|
||||
|
||||
if (Input.GetMouseButton(1) && heldDown == false){
|
||||
getHit(new Vector3(vel.x, 0, vel.z), 30);
|
||||
@@ -288,6 +289,12 @@ public class PlayerMovement : NetworkBehaviour
|
||||
|
||||
|
||||
//Camera and Player Rotation
|
||||
public void decrementCurrentJumpNumber()
|
||||
{
|
||||
curJumpNum--;
|
||||
}
|
||||
|
||||
//Camera
|
||||
private void Rotation()
|
||||
{
|
||||
Vector3 lastCamPos = new Vector3(0,0,0);
|
||||
|
||||