Added Inventory

Player Inventory takes scriptable objects
Items defines a scriptable object that modifies stats
This commit is contained in:
Melbyj1125 2021-10-08 13:46:00 -05:00
parent c16f07986d
commit 3569ef0366
4 changed files with 41 additions and 55 deletions

View File

@ -4,15 +4,4 @@ using UnityEngine;
public class Player : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -4,15 +4,27 @@ using UnityEngine;
public class PlayerInventory : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
[SerializeField] List<Item> items;
public PlayerStats pStats;
public bool AddItem(Item item){
items.Add(item);
return true;
}
// Update is called once per frame
void Update()
{
public bool RemoveItem(Item item){
if(items.Remove(item)){
return true;
}
return false;
}
void Awake(){
pStats = GetComponent<PlayerStats>();
foreach (Item item in items){
item.Equip(pStats);
}
}
}

View File

@ -63,16 +63,14 @@ public class PlayerMovement : MonoBehaviour
//camera transform
cam = Camera.main.transform;
Cam = Camera.main;
Cam = Camera.main; //RENAME WHEN CLEANING UP BLINK
}
void Start(){
InitializeStats();
}
// Update is called once per frame
void FixedUpdate()
{
void FixedUpdate(){
//input controls for movement
InputController();
@ -90,18 +88,9 @@ public class PlayerMovement : MonoBehaviour
Respawn();
Blink();
}
//REMOVE OR ADJUST ONCE INVENTORY IS IMPLEMENTED
//Initializes variables for player when inventory is implemented it would be set there
private void InitializeStats(){
pStats.MaxVel = 30.0f;
pStats.MinVel = 2.0f;
pStats.CurVel = 0.0f;
pStats.Acc = 0.06f;
pStats.JumpPow = 100.0f;
pStats.JumpNum = 50;///SET IT LIKE THIS BC OF THE ISSUE WITH ISGROUNDED
pStats.Traction = 3.0f;
pStats.PlayerGrav= 7.5f;
void Update(){
if(moveController.isGrounded) curJumpNum = 0;
}
//Reads inputs and moves player
@ -116,17 +105,13 @@ public class PlayerMovement : MonoBehaviour
//player vector should be under the circumstances
vel = moveX + moveZ;
//Gravity
vel.y -= pStats.PlayerGrav * Time.deltaTime;
driftVel = Vector3.Lerp(driftVel, vel, 1.8f*Time.deltaTime);
if(moveController.isGrounded) curJumpNum = 0;
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction*Time.deltaTime);
//Jump Function
Jump();
//Gravity
//moveY -= transform.up * pStats.PlayerGrav * Time.deltaTime;
moveController.Move(driftVel);
}
@ -205,7 +190,8 @@ public class PlayerMovement : MonoBehaviour
//Might adjust
//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
//blinks the player forwards
private void Blink(){
if (Input.GetMouseButton(1)){
// Finding the origin and end point of laser.
@ -248,7 +234,6 @@ public class PlayerMovement : MonoBehaviour
Vector3 bump = new Vector3(0, .5f, 0);
//if teleporting due to hit to object, bump them a bit outside normal
if(hit.point != null) {
Debug.Log("warp");
transform.position = endPoint + hit.normal * 1.25f;
}

View File

@ -5,49 +5,49 @@ using UnityEngine;
public class PlayerStats : MonoBehaviour
{
//Maximum possible player speed
private float maxVel;
private float maxVel = 30.0f;
public float MaxVel{
get{ return maxVel; }
set{ maxVel = value; }
}
//Minimum possible player speed
private float minVel;
private float minVel = 2.0f;
public float MinVel{
get{ return minVel; }
set{ minVel = value; }
}
//Current player speed
private float curVel;
private float curVel = 0.0f;
public float CurVel{
get{ return curVel; }
set{ curVel = value; }
}
//Player Jump power
private float acc;
private float acc = 0.06f;
public float Acc{
get{ return acc; }
set{ acc = value; }
}
//Player Jump power
private float jumpPow;
private float jumpPow = 300.0f;
public float JumpPow{
get{ return jumpPow; }
set{ jumpPow = value; }
}
//Players Number of Jumps
private int jumpNum;
private int jumpNum = 60; ////// UPDATE TO 2 WHEN THE JUMP ISSUE IS FIXED
public int JumpNum{
get{ return jumpNum; }
set{ jumpNum = value; }
}
//Player Traction
private float traction;
private float traction = 3.0f;
public float Traction{
get{ return traction; }
set{ traction = value; }
@ -69,35 +69,35 @@ public class PlayerStats : MonoBehaviour
//MAY BE UNNECCESARY DEPENDING ON HOW GLIDER TURNS OUT
//Gravity Affecting the player
private float playerGrav;
private float playerGrav = 20.0f;
public float PlayerGrav{
get{ return playerGrav; }
set{ playerGrav = value; }
}
//If The Player Has Blink
private bool hasBlink;
private bool hasBlink = false;
public bool HasBlink{
get{ return hasBlink; }
set{ hasBlink = value; }
}
//If The Player Has Glider
private bool hasGlider;
private bool hasGlider = false;
public bool HasGlider{
get{ return hasGlider; }
set{ hasGlider = value; }
}
//If The Player Has Grapple
private bool hasGrapple;
private bool hasGrapple = false;
public bool HasGrapple{
get{ return hasGrapple; }
set{ hasGrapple = value; }
}
//If The Player Has Wallrun
private bool hasWallrun;
private bool hasWallrun = false;
public bool HasWallrun{
get{ return hasWallrun; }
set{ hasWallrun = value; }