This commit is contained in:
Vincent Wheat
2022-01-31 12:00:49 -06:00
37 changed files with 1727 additions and 434 deletions

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@@ -298,6 +298,10 @@ MonoBehaviour:
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View File

@@ -1,46 +1,45 @@
using System.Diagnostics;
using MLAPI;
using MLAPI.Messaging;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Archer : MonoBehaviour
public class Archer : NetworkBehaviour
{
//current target ponting at
private Transform target;
[Header("Attributes")]
//range of turret
public float range = 20.0f;
[SerializeField]
private float range;
//how fast and how much time before the next shot
public float fireRate = 4.0f;
private float shootingCooldown = 1.0f;
[Header("Unity Setup Fields")]
public string runnerTag = "Player"; //tags the player;
public Transform partToRotate;
public float rotationSpeed = 10f;
public GameObject ArrowPrefab;
public Transform ArrowPrefab;
public Transform firePoint;
[SerializeField] GameObject[] runners;
private GameObject arrowInScene;
// Start is called before the first frame update
void Start()
{
//setting updateTarget to be called 2 times a second
InvokeRepeating("updateTarget",0f,0.5f);
void Start() {
// Only the host should update targetting
if (IsHost) {
//setting updateTarget to be called 2 times a second
InvokeRepeating("updateTarget",0f,0.5f);
}
}
void updateTarget()
{
void updateTarget() {
//cycles through all enemies within range, the closest one, and sets the target at.
//not done every frame
runners = GameObject.FindGameObjectsWithTag(runnerTag);
GameObject[] runners = GameObject.FindGameObjectsWithTag("ArcherTarget");
//temp variable for the shortest distance for an runner
float shortestDistance = Mathf.Infinity;
@@ -64,7 +63,8 @@ public class Archer : MonoBehaviour
if(nearestRunner != null && shortestDistance <= range)
{
target = nearestRunner.transform; //adding in the players rotation and momentum.
//leads the shots here
//TODO: leads the shots here
}
else
{
@@ -73,51 +73,49 @@ public class Archer : MonoBehaviour
}
// Update is called once per frame
void Update()
{
if (target == null)
{
return; //no target, does nothing
}
void Update() {
// Shooting Checks are done here, so return and do nothing if not host OR no target
if (!IsHost || target == null) { return; }
//b - a
Vector3 dir = (target.position - transform.position);
Quaternion lookRotation = Quaternion.LookRotation(dir);//how to rotate to look that way.
//convert into a VEC 3 from Quaternion
Vector3 rotation = Quaternion.Lerp(partToRotate.rotation, lookRotation, Time.deltaTime *rotationSpeed).eulerAngles;
partToRotate.rotation = Quaternion.Euler (0f, rotation.y, 0f);
Vector3 rotation = Quaternion.Lerp(this.gameObject.transform.rotation, lookRotation, Time.deltaTime * rotationSpeed).eulerAngles;
Debug.Log("Look Rot: " + lookRotation + " Rot: " + rotation);
this.gameObject.transform.rotation = Quaternion.Euler (0f, rotation.y, 0f);
if (shootingCooldown <= 0f)
{
Shoot();
// Actually shoot it
if (shootingCooldown <= 0f) {
ShootArrowServerRPC();
shootingCooldown = 1f/ fireRate;
}
shootingCooldown -= Time.deltaTime;
}
void Shoot()
{
GameObject arrowGO = (GameObject)Instantiate (ArrowPrefab, firePoint.position, firePoint.rotation);
[ServerRpc(RequireOwnership = false)]
private void ShootArrowServerRPC() {
arrowInScene = Instantiate(ArrowPrefab, firePoint.position, firePoint.rotation).gameObject;
arrowInScene.GetComponent<NetworkObject>().Spawn(null, true);
arrowInScene.GetComponent<Arrow>().Seek(target.position);
/*
GameObject arrowGO = Instantiate(ArrowPrefab, firePoint.position, firePoint.rotation).gameObject;
Arrow arrow = arrowGO.GetComponent<Arrow>();
if (arrow != null)
{
if (arrow != null) {
arrow.Seek(target.position);
}
}*/
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, range);
//^ this shows the range of the archer, only in editor.
void OnDrawGizmosSelected() {
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, range);
//^ this shows the range of the archer, only in editor.
}
}

View File

@@ -1,59 +1,91 @@
using System.Numerics;
using System.Runtime.CompilerServices;
using MLAPI;
using MLAPI.Messaging;
using System.Collections;
using UnityEngine;
public class Arrow : MonoBehaviour
{
private UnityEngine.Vector3 target;
private bool isLive=false;
public class Arrow : NetworkBehaviour {
private Vector3 target;
private bool isLive = false;
public float speed = 90f;
[SerializeField] private float bumpPower = 30;
//finds targed
public void Seek(UnityEngine.Vector3 _target)
{
public void Seek(UnityEngine.Vector3 _target) {
//can also do effects, speed on the bullet, damage amount, etc.
target = _target;
isLive = true;
// Start a co-routine to despawn the arrow if it doesn't hit anything
StartCoroutine(DespawnCountdown());
}
IEnumerator DespawnCountdown() {
int time = 15;
for (int i = time; i > 0; i--) {
yield return new WaitForSecondsRealtime(1f);
}
// Time's up - Despawn us | Only despawn once
if (IsHost) {
HitTargetServerRPC();
}
}
// Update is called once per frame
void Update()
{
if (target == null)
{
//Destroy(gameObject);
return;
}
if (isLive)
{
UnityEngine.Vector3 dir = target - transform.position;
// Only move the arrow on the host
if (!IsHost) { return; }
// This keeps the static arrows from moving without a target
if (target == null) { return; }
// The arrow is allowed to move towards a target
if (isLive) {
// Find the direction to fire in
Vector3 dir = target - transform.position;
//distance
// Calculate distance
float distanceThisFrame = speed * Time.deltaTime;
//checking from current distance to current target
if (dir.magnitude <= distanceThisFrame)
{
HitTarget();
return;
}
//move in the worldspace
transform.Translate(dir.normalized * distanceThisFrame, Space.World);
}
}
//logic for hitting something
void HitTarget()
{
isLive=false;
Destroy(gameObject);
// Is called whenever something collides with the bumper
void OnTriggerEnter(Collider objectHit) {
if (objectHit.transform.parent.gameObject.tag == "Player") {
//Checks if the other object is the player
PlayerMovement playerMovement = objectHit.GetComponent<PlayerMovement>();
float DirBumpX = playerMovement.driftVel.x * -1;//Inverts the Player Velocity x
float DirBumpY = .1f;
float DirBumpZ = playerMovement.driftVel.z * -1;//Inverts the Player Velocity z
Vector3 DirBump = new Vector3(DirBumpX, DirBumpY, DirBumpZ);//Creates a direction to launch the player
DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction
playerMovement.GetHit(DirBump, bumpPower);
//
}
// If it hits anything else, we still want to despawn it
// Despawn the arrow
HitTargetServerRPC();
}
// Arrow has connected with something
[ServerRpc]
private void HitTargetServerRPC() {
isLive = false;
// Despawn the arrow
this.gameObject.GetComponent<NetworkObject>().Despawn(true);
}
}

View File

@@ -63,24 +63,9 @@ public class Pitfall : NetworkBehaviour
_runner = Instantiate(runnerPrefab, RespawnPoint, Quaternion.Euler(0, -90, 0)).gameObject;
_runner.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientID, null, true);
// Turn on camera if the player is the host
if (NetworkManager.Singleton.LocalClientId == clientID)
{
// Recreate Inventory (host)
_runner.GetComponentInChildren<PlayerInventory>().UpdateEquips(playerData.pInv.NetworkItemList, this.gameObject.GetComponent<InventoryManager>().ItemDict);
GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent<Camera>().enabled = true;
GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent<AudioListener>().enabled = true;
GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent<PlayerCam>().enabled = true;
_runner.GetComponentInChildren<PlayerMovement>().enabled = true;
}
else
{
// Spawn via RPC on the server
string itemsAsString = string.Join(",", playerData.pInv.NetworkItemList);
StartCoroutine(SpawnClient(clientID, itemsAsString));
}
// Handle Client Spawning Locally
string itemsAsString = string.Join(",", playerData.pInv.NetworkItemList);
StartCoroutine(SpawnClient(clientID, itemsAsString));
}
}
}
@@ -88,10 +73,9 @@ public class Pitfall : NetworkBehaviour
}
// The client respawning needs a slight delay to allow for the spawn to properly sync up
IEnumerator SpawnClient(ulong clientID, string itemsAsString)
{
yield return new WaitForSecondsRealtime(1f);
IEnumerator SpawnClient(ulong clientID, string itemsAsString) {
// First notify the player they are respawning (so we display stuff on screen)
ClientRpcParams clientRpcParams = new ClientRpcParams
{
Send = new ClientRpcSendParams
@@ -100,13 +84,32 @@ public class Pitfall : NetworkBehaviour
}
};
UIRespawningClientRpc(clientID, clientRpcParams);
// 3 Second Respawn Delay
yield return new WaitForSecondsRealtime(3f);
// Now actually respawn the player
clientRpcParams = new ClientRpcParams
{
Send = new ClientRpcSendParams
{
TargetClientIds = new ulong[] { clientID }
}
};
SpawnPlayerClientRpc(clientID, itemsAsString, clientRpcParams);
}
[ClientRpc]
private void UIRespawningClientRpc(ulong clientId, ClientRpcParams clientRpcParams = default) {
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().setRespawnPanelVisibility(true);
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().countdown_text.enabled = false;
}
// Spawn in each player
[ClientRpc]
public void SpawnPlayerClientRpc(ulong clientId, string itemsAsString, ClientRpcParams clientRpcParams = default)
{
public void SpawnPlayerClientRpc(ulong clientId, string itemsAsString, ClientRpcParams clientRpcParams = default) {
GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
@@ -125,5 +128,9 @@ public class Pitfall : NetworkBehaviour
character.GetComponentInChildren<PlayerMovement>().enabled = true;
}
}
// Also turn off the respawning UI and back on the UI for the timer
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().setRespawnPanelVisibility(false);
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().countdown_text.enabled = true;
}
}

View File

@@ -13,8 +13,11 @@ public class PlayerHUD : NetworkBehaviour
public TMP_Text spectating_text;
[SerializeField] private GameObject respawningPanel;
// Start is called before the first frame update
void Start() {
respawningPanel.SetActive(false);
countdown_text.text = "Time Remaining: 00:00";
StartCoroutine(RaceTimeCountdown());
}
@@ -41,4 +44,8 @@ public class PlayerHUD : NetworkBehaviour
private void EndRoundServerRPC() {
NetworkSceneManager.SwitchScene("PostGame");
}
public void setRespawnPanelVisibility(bool state) {
respawningPanel.SetActive(state);
}
}

View File

@@ -13,14 +13,14 @@ public class Boulder : NetworkBehaviour
}
void OnTriggerEnter(Collider other) {
if (other.tag == "Player") {
if (other.transform.parent.gameObject.tag == "Player") {
GameObject player = other.gameObject;//Turns the collider into a game object
Vector3 Dir = boulder.velocity;//Finds the bolder's velocity
float Power = boulder.velocity.magnitude;// * 250;//Finds the power of the boulder by using it's velocity and a scaler
Dir = Vector3.Normalize(Dir);//Normalizes the vector to be used as a knockback direction
//Knock the player a little to the side
Dir.z += Random.Range(-0.25f, 0.25f);
player.GetComponent<dPlayerMovement>().GetHit(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed
player.GetComponent<PlayerMovement>().GetHit(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed
}
}

View File

@@ -8,7 +8,7 @@ public class Bumper : MonoBehaviour {
// Is called whenever something collides with the bumper
void OnTriggerEnter(Collider objectHit) {
if (objectHit.tag == "Player") {//Checks if the other object is the player
if (objectHit.transform.parent.gameObject.tag == "Player") {//Checks if the other object is the player
PlayerMovement playerMovement = objectHit.GetComponent<PlayerMovement>();
float DirBumpX = playerMovement.driftVel.x * -1;//Inverts the Player Velocity x

View File

@@ -25,10 +25,10 @@ public class dDash : NetworkBehaviour{
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
void FixedUpdate(){
if(pMove.pStats.HasDash) Dash();
if(pMove.pStats.HasDash) DashPlayer();
}
void Dash(){
void DashPlayer(){
//if (!IsLocalPlayer) { return; }
if(characterController.enabled == true){
if (Input.GetKeyDown(KeyCode.E) && isOnCoolDown == false)

View File

@@ -64,7 +64,7 @@ public class dGrapplingHook : NetworkBehaviour
if (hookPointIndex != -1) //If there is a hookpoint
{
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position);
oldXZDir = (new Vector3(hookPoint.transform.position.x,0,hookPoint.transform.position.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
curXZDir = (new Vector3(hookPoint.transform.position.x,0,hookPoint.transform.position.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
isGrappled = true; //toggle grappling state
@@ -73,6 +73,7 @@ public class dGrapplingHook : NetworkBehaviour
else //Else we are grappling
{
isGrappled = false; //toggle grappling state to release
playerMovement.g = 0;
}
}
}
@@ -108,12 +109,16 @@ public class dGrapplingHook : NetworkBehaviour
//Debug.Log(Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
Debug.Log(ropeLength);
//Calculate tether force direction based on hookpoint
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) >= ropeLength )
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength )
{
forceDirection = calculateForceDirection(1, playerMovement.g+.01f, hookPoint.transform.position);
forceDirection = calculateForceDirection(1, playerMovement.g+.01f, hookPoint.transform.position) + ropeLengthOffset(hookPoint.transform.position, Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
}
else{
forceDirection = Vector3.zero;
}
//apply special swing movement when aerial
if(!playerMovement.isGrounded){
@@ -209,6 +214,7 @@ public class dGrapplingHook : NetworkBehaviour
//Swing direction based on player input
swingDirection = Vector3.Cross(tensionDirection, ((transform.right * -inputVert) + (transform.forward * inputHor))).normalized;
//NEED TO ADD SWINGSPEED EASING
//Swing movement with swing speed added
Vector3 swingMovement = (swingDirection * Time.deltaTime * maxSwingSpeed);
@@ -216,4 +222,16 @@ public class dGrapplingHook : NetworkBehaviour
return (swingMovement);
}
Vector3 ropeLengthOffset(Vector3 hPoint, float curDistance){
//How powerful our offset movement has to be
float offsetPower = ((curDistance - ropeLength) * 10f);
//The direction we need to apply force to offset when the rope gets lengthened beyond the necessary point
Vector3 tenDirOffset = (hPoint - transform.position).normalized;
return tenDirOffset * offsetPower;
}
}

View File

@@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dNitro : MonoBehaviour
{
private PlayerStats playerStats;
private CoolDown driver;
private bool isOnCoolDown = false;
private bool isNitroing = 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)
{
if(playerStats.CurVel < playerStats.HardCapMaxVel){
playerStats.CurVel += playerStats.Acc * 10;
}
else if(playerStats.CurVel > playerStats.HardCapMaxVel){
playerStats.CurVel = playerStats.HardCapMaxVel;
}
StartCoroutine(startCoolDown());
}
}
private IEnumerator startCoolDown(){
Debug.Log("start corotine");
isOnCoolDown = true;
// driver.startUICooldown("Nitro");
yield return new WaitForSeconds(coolDown);
isOnCoolDown = false;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 71b2b26f3c822f045b43d4966fb097e6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -18,7 +18,7 @@ public class dWallRun : NetworkBehaviour
public float wallBouncing = 3;
public float cameraTransitionDuration = 1;
public float wallGravityDownForce = 5f;
public float wallGravityDownForce = 2.8f;
[Space]
dPlayerMovement playerMovementController;

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

@@ -254,10 +254,15 @@ public class dPlayerMovement : NetworkBehaviour
return pStats.CurVel;
}
//If the players speed is above or equal to max speed set speed to max
else
else if (pStats.CurVel >= pStats.MaxVel)
{
pStats.CurVel = pStats.MaxVel;
return pStats.CurVel;
}
else{
Debug.Log("Something has gone wrong with the PlayerSpeed()");
return -1;
}
}
@@ -286,8 +291,9 @@ public class dPlayerMovement : NetworkBehaviour
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
{
if(wallRun.IsWallRunning()){
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8f);
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8.5f);
g = pStats.JumpPow;
curJumpNum = 0;
}
else{
@@ -409,7 +415,7 @@ 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){
@@ -431,7 +437,7 @@ public class dPlayerMovement : NetworkBehaviour
//if wallrunning apply different gravity
if(wallRun.IsWallRunning()){
GravityCalculation(4);
GravityCalculation(2);
}
//Normal gravity if not wallrunning
@@ -503,6 +509,7 @@ public class dPlayerMovement : NetworkBehaviour
//Ragdoll Functions
public void GetHit(Vector3 dir, float force){
//if (!IsLocalPlayer) { return; }
if(firstHit == false){
EnableRagdoll();
dir.Normalize();

View File

@@ -4,7 +4,7 @@ using MLAPI;
using UnityEngine;
public class Dash : NetworkBehaviour {
public class Dash : NetworkBehaviour{
public Vector3 moveDirection;
public const float maxDashTime = 1.0f;
@@ -19,17 +19,34 @@ public class Dash : NetworkBehaviour {
PlayerMovement pMove;
void Start(){
characterController = GetComponent<CharacterController>();
characterController = this.gameObject.GetComponent<CharacterController>();
pMove = GetComponent<PlayerMovement>();
}
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
void FixedUpdate(){
if(pMove.pStats.HasDash) DashPlayer();
}
void DashPlayer(){
if (!IsLocalPlayer) { return; }
if(pMove.pStats.HasDash){
DashMovement();
if(characterController.enabled == true){
if (Input.GetKeyDown(KeyCode.E) && isOnCoolDown == false)
{
currentDashTime = 0;
StartCoroutine(startCoolDown());
}
if(currentDashTime < maxDashTime)
{
moveDirection = transform.forward * dashDistance;
currentDashTime += dashStoppingSpeed;
}
else
{
moveDirection = Vector3.zero;
}
characterController.Move(moveDirection * Time.deltaTime * dashSpeed);
}
}
private IEnumerator startCoolDown(){
@@ -41,23 +58,4 @@ public class Dash : NetworkBehaviour {
Debug.Log("end corotine");
}
private void DashMovement(){
if (Input.GetKeyDown(KeyCode.E) && isOnCoolDown == false)
{
currentDashTime = 0;
StartCoroutine(startCoolDown());
}
if(currentDashTime < maxDashTime)
{
moveDirection = transform.forward * dashDistance;
currentDashTime += dashStoppingSpeed;
}
else
{
moveDirection = Vector3.zero;
}
//characterController.Move(moveDirection * Time.deltaTime * dashSpeed);
}
}

View File

@@ -20,7 +20,7 @@ public class Nitro : MonoBehaviour
void Update()
{
//once cooldowns are implemented, put this on one (a long one)
if (Input.GetKeyDown(KeyCode.LeftShift) && isOnCoolDown == false)
if (Input.GetKeyDown(KeyCode.LeftShift) && isOnCoolDown == false && playerStats.HasNitro)
{
playerStats.CurVel = playerStats.MaxVel;
StartCoroutine(startCoolDown());

View File

@@ -18,7 +18,7 @@ public class WallRun : NetworkBehaviour
public float wallBouncing = 3;
public float cameraTransitionDuration = 1;
public float wallGravityDownForce = 5f;
public float wallGravityDownForce = 2.8f;
[Space]
PlayerMovement playerMovementController;

View File

@@ -286,7 +286,7 @@ public class PlayerMovement : NetworkBehaviour
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
{
if(wallRun.IsWallRunning()){
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8f);
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8.5f);
g = pStats.JumpPow;
}
@@ -390,7 +390,6 @@ public class PlayerMovement : NetworkBehaviour
}
//REMOVE WHEN UNNECCESARY
//Respawns player if they fall below a certain point
private void Respawn()
@@ -409,7 +408,7 @@ public class PlayerMovement : 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){
@@ -431,7 +430,7 @@ public class PlayerMovement : NetworkBehaviour
//if wallrunning apply different gravity
if(wallRun.IsWallRunning()){
GravityCalculation(4);
GravityCalculation(2);
}
//Normal gravity if not wallrunning
@@ -503,6 +502,7 @@ public class PlayerMovement : NetworkBehaviour
//Ragdoll Functions
public void GetHit(Vector3 dir, float force){
if (!IsLocalPlayer) { return; }
if(firstHit == false){
EnableRagdoll();
dir.Normalize();

View File

@@ -5,15 +5,15 @@ using UnityEngine.Assertions;
public class PlayerStats : MonoBehaviour
{
//Maximum possible player speed
[SerializeField] private float maxVel = 30.0f;
//Soft cap max speed a player can achieve they can achieve this speed by running
[SerializeField] private float maxVel = 40.0f;
public float MaxVel{
get{ return maxVel; }
set{ maxVel = value; }
}
//Minimum possible player speed
[SerializeField] private float minVel = 5.0f;
[SerializeField] private float minVel = 15.0f;
public float MinVel{
get{ return minVel; }
set{ minVel = value; }
@@ -26,15 +26,22 @@ public class PlayerStats : MonoBehaviour
set{ curVel = value; }
}
//The absolute max speed a player can achieve through boosts or momentum increases will disipate down to soft cap
[SerializeField] private float hardCapMaxVel = 60.0f;
public float HardCapMaxVel{
get{ return hardCapMaxVel; }
set{ hardCapMaxVel = value; }
}
//Player Acceleration
[SerializeField] private float acc = 0.1f;
[SerializeField] private float acc = 0.01f;
public float Acc{
get{ return acc; }
set{ acc = value; }
}
//Player Jump power
[SerializeField] private float jumpPow = 63.0f;
[SerializeField] private float jumpPow = 60.0f;
public float JumpPow{
get{ return jumpPow; }
set{ jumpPow = value; }
@@ -55,7 +62,7 @@ public class PlayerStats : MonoBehaviour
}
//Player Kick Power
[SerializeField] private float kickPow = 150.0f;
[SerializeField] private float kickPow = 500.0f;
public float KickPow{
get{ return kickPow; }
set{ kickPow = value; }

View File

@@ -117,8 +117,8 @@ public class InvSceneSettings : MonoBehaviour
player1.GetComponent<dWallRun>().enabled = pStats.HasWallrun;
if(pStats.HasGrapple != player1.GetComponent<dGrapplingHook>().enabled)
player1.GetComponent<dGrapplingHook>().enabled = pStats.HasGrapple;
if(pStats.HasNitro != player1.GetComponent<Nitro>().enabled)
player1.GetComponent<Nitro>().enabled = pStats.HasNitro;
if(pStats.HasNitro != player1.GetComponent<dNitro>().enabled)
player1.GetComponent<dNitro>().enabled = pStats.HasNitro;
}

View File

@@ -3,7 +3,7 @@
"com.unity.2d.sprite": "1.0.0",
"com.unity.collab-proxy": "1.9.0",
"com.unity.ide.rider": "2.0.7",
"com.unity.ide.visualstudio": "2.0.12",
"com.unity.ide.visualstudio": "2.0.14",
"com.unity.ide.vscode": "1.2.4",
"com.unity.multiplayer.mlapi": "https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi.git?path=/com.unity.multiplayer.mlapi#release/0.1.0",
"com.unity.terrain-tools": "3.0.2-preview.3",

View File

@@ -30,7 +30,7 @@
"url": "https://packages.unity.com"
},
"com.unity.ide.visualstudio": {
"version": "2.0.12",
"version": "2.0.14",
"depth": 0,
"source": "registry",
"dependencies": {

View File

@@ -13,6 +13,7 @@ TagManager:
- destroyable
- RunnerHUD
- GroundCheck
- ArcherTarget
layers:
- Default
- TransparentFX
@@ -24,10 +25,8 @@ TagManager:
- Weather
- Grid
- Grappleable
-
-
-
-
- King UI
- King
-
-
-

View File

@@ -9,14 +9,17 @@ EditorUserSettings:
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