fixed a couple of the bugs that was found in playtest 3

This commit is contained in:
Melbyj1125
2022-01-26 13:30:01 -06:00
parent d27f8126cb
commit 076bf0e158
14 changed files with 180 additions and 121 deletions

View File

@@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dNitro : MonoBehaviour
{
private PlayerStats playerStats;
private CoolDown driver;
private bool isOnCoolDown = false;
//this will need to be set from scritable object or something;
private float coolDown;
// Start is called before the first frame update
void Start()
{
playerStats = GetComponent<PlayerStats>();
}
// Update is called once per frame
void Update()
{
//once cooldowns are implemented, put this on one (a long one)
if (Input.GetKeyDown(KeyCode.LeftShift) && isOnCoolDown == false && playerStats.HasNitro)
{
playerStats.CurVel = playerStats.MaxVel;
StartCoroutine(startCoolDown());
}
}
private IEnumerator startCoolDown(){
Debug.Log("start corotine");
isOnCoolDown = true;
// driver.startUICooldown("Nitro");
yield return new WaitForSeconds(coolDown);
isOnCoolDown = false;
}
}

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@@ -0,0 +1,11 @@
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View File

@@ -20,7 +20,7 @@ public class dPlayCam : NetworkBehaviour
//if (!IsLocalPlayer) { return; }
offset = transform.parent.forward * rad.magnitude;
transform.position = new Vector3((player.transform.position.x - offset.x),((player.transform.position.y - offset.y)+2),(player.transform.position.z - offset.z));
transform.position = new Vector3((player.transform.position.x - offset.x),((player.transform.position.y - offset.y)+3),(player.transform.position.z - offset.z));
}
}

View File

@@ -288,6 +288,7 @@ public class dPlayerMovement : NetworkBehaviour
if(wallRun.IsWallRunning()){
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8f);
g = pStats.JumpPow;
curJumpNum = 0;
}
else{
@@ -409,7 +410,7 @@ public class dPlayerMovement : NetworkBehaviour
//Gliding
if(pStats.HasGlider && g < 0 && Input.GetButton("Jump")){
//Gravity with glider
GravityCalculation(6);
GravityCalculation(8);
//Set temp values to put traction back to normal
if(tempSet == false){