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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-23 10:54:24 -05:00
Added Inventory
Player Inventory takes scriptable objects Items defines a scriptable object that modifies stats
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@@ -63,16 +63,14 @@ public class PlayerMovement : MonoBehaviour
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//camera transform
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cam = Camera.main.transform;
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Cam = Camera.main;
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Cam = Camera.main; //RENAME WHEN CLEANING UP BLINK
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}
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void Start(){
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InitializeStats();
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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void FixedUpdate(){
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//input controls for movement
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InputController();
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@@ -90,18 +88,9 @@ public class PlayerMovement : MonoBehaviour
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Respawn();
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Blink();
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}
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//REMOVE OR ADJUST ONCE INVENTORY IS IMPLEMENTED
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//Initializes variables for player when inventory is implemented it would be set there
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private void InitializeStats(){
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pStats.MaxVel = 30.0f;
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pStats.MinVel = 2.0f;
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pStats.CurVel = 0.0f;
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pStats.Acc = 0.06f;
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pStats.JumpPow = 100.0f;
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pStats.JumpNum = 50;///SET IT LIKE THIS BC OF THE ISSUE WITH ISGROUNDED
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pStats.Traction = 3.0f;
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pStats.PlayerGrav= 7.5f;
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void Update(){
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if(moveController.isGrounded) curJumpNum = 0;
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}
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//Reads inputs and moves player
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@@ -116,17 +105,13 @@ public class PlayerMovement : MonoBehaviour
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//player vector should be under the circumstances
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vel = moveX + moveZ;
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//Gravity
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vel.y -= pStats.PlayerGrav * Time.deltaTime;
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driftVel = Vector3.Lerp(driftVel, vel, 1.8f*Time.deltaTime);
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if(moveController.isGrounded) curJumpNum = 0;
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driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction*Time.deltaTime);
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//Jump Function
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Jump();
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//Gravity
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//moveY -= transform.up * pStats.PlayerGrav * Time.deltaTime;
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moveController.Move(driftVel);
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}
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@@ -205,7 +190,8 @@ public class PlayerMovement : MonoBehaviour
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//Might adjust
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//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
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//blinks the player forwards
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private void Blink(){
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if (Input.GetMouseButton(1)){
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// Finding the origin and end point of laser.
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@@ -248,7 +234,6 @@ public class PlayerMovement : MonoBehaviour
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Vector3 bump = new Vector3(0, .5f, 0);
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//if teleporting due to hit to object, bump them a bit outside normal
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if(hit.point != null) {
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Debug.Log("warp");
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transform.position = endPoint + hit.normal * 1.25f;
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}
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