mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 18:04:27 -05:00
Modified Movement and Stat scripts
Added getters and setters for all stats stats effect movement script improved movement to feel smoother overall added mouse controlled camera
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@@ -4,15 +4,102 @@ using UnityEngine;
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public class PlayerStats : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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//Maximum possible player speed
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private float maxVel;
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public float MaxVel{
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get{ return maxVel; }
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set{ maxVel = value; }
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}
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// Update is called once per frame
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void Update()
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{
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//Minimum possible player speed
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private float minVel;
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public float MinVel{
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get{ return minVel; }
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set{ minVel = value; }
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}
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//Current player speed
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private float curVel;
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public float CurVel{
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get{ return curVel; }
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set{ curVel = value; }
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}
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//Player Jump power
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private float acc;
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public float Acc{
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get{ return acc; }
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set{ acc = value; }
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}
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//Player Jump power
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private float jumpPow;
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public float JumpPow{
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get{ return jumpPow; }
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set{ jumpPow = value; }
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}
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//Players Number of Jumps
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private int jumpNum;
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public int JumpNum{
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get{ return jumpNum; }
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set{ jumpNum = value; }
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}
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//Player Traction
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private float traction;
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public float Traction{
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get{ return traction; }
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set{ traction = value; }
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}
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//Player Kick Power
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private float kickPow;
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public float KickPow{
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get{ return kickPow; }
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set{ kickPow = value; }
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}
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//Player Recovery Time When Knocked Down
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private float recovTime;
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public float RecovTime{
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get{ return recovTime; }
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set{ recovTime = value; }
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}
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//MAY BE UNNECCESARY DEPENDING ON HOW GLIDER TURNS OUT
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//Gravity Affecting the player
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private float playerGrav;
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public float PlayerGrav{
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get{ return playerGrav; }
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set{ playerGrav = value; }
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}
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//If The Player Has Blink
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private bool hasBlink;
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public bool HasBlink{
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get{ return hasBlink; }
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set{ hasBlink = value; }
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}
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//If The Player Has Glider
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private bool hasGlider;
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public bool HasGlider{
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get{ return hasGlider; }
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set{ hasGlider = value; }
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}
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//If The Player Has Grapple
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private bool hasGrapple;
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public bool HasGrapple{
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get{ return hasGrapple; }
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set{ hasGrapple = value; }
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}
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//If The Player Has Wallrun
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private bool hasWallrun;
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public bool HasWallrun{
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get{ return hasWallrun; }
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set{ hasWallrun = value; }
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}
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}
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