Added Item Cost and Max Points

Added Glide
Added Item adding verification
This commit is contained in:
Melbyj1125
2021-10-18 12:19:44 -05:00
parent a42e802ace
commit 39bc66244e
25 changed files with 945 additions and 327 deletions

View File

@@ -64,7 +64,7 @@ public class PlayerMovement : MonoBehaviour
void Awake(){
//Initialize Components
moveController = GetComponentInChildren<CharacterController>();
moveController = GetComponent<CharacterController>();
pStats = GetComponent<PlayerStats>();
ignoreP = LayerMask.GetMask("Player");
@@ -74,7 +74,7 @@ public class PlayerMovement : MonoBehaviour
beam.enabled = false;
//camera transform
cam = GetComponent<Camera>();
cam = GetComponentInChildren<Camera>();
//Wallrun
//wallRun = gameObject.GetComponent<WallRun>();
@@ -84,18 +84,16 @@ public class PlayerMovement : MonoBehaviour
void Start(){
Cursor.lockState = CursorLockMode.Locked;
distToGround = GetComponentInChildren<Collider>().bounds.extents.y;
distToGround = GetComponent<Collider>().bounds.extents.y;
}
// Update is called once per frame
void FixedUpdate(){
//input controls for movement
InputController();
//Controls for camera
Rotate();
if(moveController.enabled == true){
//input controls for movement
@@ -206,7 +204,7 @@ public class PlayerMovement : MonoBehaviour
if(Input.GetAxis("Jump")==0) jumpPressed = false;
}
public bool GetJumpPressed() {
public bool GetJumpPressed(){
return jumpPressed;
}
@@ -246,8 +244,32 @@ public class PlayerMovement : MonoBehaviour
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
private void Gravity(){
//Normal Gravity
vel.y -= pStats.PlayerGrav * Time.deltaTime;
//Temp Values for Glider
float tempTraction = 0.0f;
bool tempSet = false;
//ADD CHECKER FOR GLIDER WHEN FULLY IMPLEMENTED
if(jumpPressed && pStats.HasGlider){
vel.y -= (pStats.PlayerGrav-18) * Time.deltaTime;
if(tempSet == false){
tempTraction = pStats.Traction;
pStats.Traction = 1.0f;
tempSet = true;
}
}
else{
if(tempSet == true){
pStats.Traction = tempTraction;
tempSet = false;
}
//Normal Gravity
vel.y -= pStats.PlayerGrav * Time.deltaTime;
}
//Wallrunning
if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
//If gliding