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

@@ -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;
}