diff --git a/Assets/Scripts/PlayerScripts/Player.cs b/Assets/Scripts/PlayerScripts/Player.cs index c269dee..06a0ed3 100644 --- a/Assets/Scripts/PlayerScripts/Player.cs +++ b/Assets/Scripts/PlayerScripts/Player.cs @@ -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() - { - - } } diff --git a/Assets/Scripts/PlayerScripts/PlayerInventory.cs b/Assets/Scripts/PlayerScripts/PlayerInventory.cs index 35078c0..28821dd 100644 --- a/Assets/Scripts/PlayerScripts/PlayerInventory.cs +++ b/Assets/Scripts/PlayerScripts/PlayerInventory.cs @@ -4,15 +4,27 @@ using UnityEngine; public class PlayerInventory : MonoBehaviour { - // Start is called before the first frame update - void Start() - { - + [SerializeField] List 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(); + foreach (Item item in items){ + item.Equip(pStats); + } + } + + } diff --git a/Assets/Scripts/PlayerScripts/PlayerMovement.cs b/Assets/Scripts/PlayerScripts/PlayerMovement.cs index c68dd02..23e58f5 100644 --- a/Assets/Scripts/PlayerScripts/PlayerMovement.cs +++ b/Assets/Scripts/PlayerScripts/PlayerMovement.cs @@ -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; } diff --git a/Assets/Scripts/PlayerScripts/PlayerStats.cs b/Assets/Scripts/PlayerScripts/PlayerStats.cs index 87abc74..5e76784 100644 --- a/Assets/Scripts/PlayerScripts/PlayerStats.cs +++ b/Assets/Scripts/PlayerScripts/PlayerStats.cs @@ -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; }