weather wheel and weather adjustments

This commit is contained in:
Melbyj1125
2022-02-28 13:42:51 -06:00
parent 46dff8f663
commit 5b6b4a2cb9
12 changed files with 194 additions and 229 deletions

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@@ -4,19 +4,17 @@ using UnityEngine;
public class dAerialGlidingState : dAerialBaseState
{
float tempTraction; // temp traction to store the actual player traction
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
//Modify base traction
tempTraction = aSM.pStats.Traction;
aSM.pStats.Traction = 1.0f;
aSM.pStats.CurTraction = 1.0f;
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
//return traction to normal
aSM.pStats.Traction = tempTraction;
aSM.pStats.CurTraction = aSM.pStats.Traction;
}
public override void UpdateState(dAerialStateManager aSM){

View File

@@ -5,16 +5,14 @@ using UnityEngine;
public class dMoveSlideState : dMoveBaseState
{
//Slide Variables
float originalTraction; // Traction before slide started
RaycastHit slideRay; // slide raycast
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
//Rotate player and adjust height and adjust traction
mSM.pStats.CurVel = 0;
originalTraction = mSM.pStats.Traction;
mSM.moveController.height *= .5f;
mSM.pStats.Traction = 0.01f;
mSM.pStats.CurTraction = 0.01f;
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y - mSM.moveController.height * .5f,0);
//mSM.moveController.Move(new Vector3(0,-0.1f,0));
}
@@ -25,7 +23,7 @@ public class dMoveSlideState : dMoveBaseState
if(nextState != mSM.CrouchState){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.pStats.Traction = originalTraction;
mSM.pStats.CurTraction = mSM.pStats.Traction;
mSM.moveController.height *= 2.0f;
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y + mSM.moveController.height * .25f,0);
}

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@@ -116,6 +116,8 @@ public class dMoveStateManager : NetworkBehaviour
//if (!IsLocalPlayer) { return; }
Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player
pStats.Traction = pStats.CurTraction;
pStats.CurAcc = pStats.Acc;
}
// Update is called once per frame
@@ -180,7 +182,7 @@ public class dMoveStateManager : NetworkBehaviour
// while the speed is below max speed slowly increase it
else if ((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel))
{
pStats.CurVel += pStats.Acc;
pStats.CurVel += pStats.CurAcc;
return pStats.CurVel;
}
//If the players speed is above or equal to max speed set speed to max
@@ -222,7 +224,7 @@ public class dMoveStateManager : NetworkBehaviour
Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + (rayOffset/2), moveXZ.normalized * 1f, Color.red);
Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, moveXZ.normalized * .2f, Color.red);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
if(currentState == GrappleAirState){
driftVel = Vector3.zero;
}
@@ -241,7 +243,7 @@ public class dMoveStateManager : NetworkBehaviour
//player vector should be under the circumstances
vel = moveX + moveZ;
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
//need to have move controller involved for correct movement
if(currentState == CrouchState){

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@@ -7,19 +7,17 @@ public class dNitroNitroingState : dNitroBaseState
private float tempTimer; // temporary timer
private float actualMaxVel; // actual max velocity
private float actualAcc; // actual acceleration
public override void EnterState(dNitroStateManager nSM, dNitroBaseState previousState){
actualMaxVel = nSM.pStats.MaxVel; // saves previous max velocity
actualAcc = nSM.pStats.Acc; // saves previous max acc
nSM.pStats.Acc += nSM.nitroAccBoost; // increases acceleration
nSM.pStats.CurAcc += nSM.nitroAccBoost; // increases acceleration
nSM.pStats.MaxVel += nSM.nitroVelBoost; // increases max velocity
tempTimer = 5; // how long we will be sped up
}
public override void ExitState(dNitroStateManager nSM, dNitroBaseState nextState){
nSM.pStats.Acc = actualAcc; // reset acceleration
nSM.pStats.CurAcc = nSM.pStats.Acc; // reset acceleration
nSM.pStats.MaxVel = actualMaxVel; // reset maximum velocity
}

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@@ -4,19 +4,17 @@ using UnityEngine;
public class AerialGlidingState : AerialBaseState
{
float tempTraction; // temp traction to store the actual player traction
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
//Modify base traction
tempTraction = aSM.pStats.Traction;
aSM.pStats.Traction = 1.0f;
aSM.pStats.CurTraction = 1.0f;
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
//return traction to normal
aSM.pStats.Traction = tempTraction;
aSM.pStats.CurTraction = aSM.pStats.Traction;
}
public override void UpdateState(AerialStateManager aSM){

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@@ -114,6 +114,8 @@ public class MoveStateManager : NetworkBehaviour
if (!IsLocalPlayer) { return; }
Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player
pStats.CurTraction = pStats.Traction;
pStats.CurAcc = pStats.Acc;
}
// Update is called once per frame
@@ -178,7 +180,7 @@ public class MoveStateManager : NetworkBehaviour
// while the speed is below max speed slowly increase it
else if ((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel))
{
pStats.CurVel += pStats.Acc;
pStats.CurVel += pStats.CurAcc;
return pStats.CurVel;
}
//If the players speed is above or equal to max speed set speed to max
@@ -219,7 +221,7 @@ public class MoveStateManager : NetworkBehaviour
Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized * 1f, Color.red);
Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, moveXZ.normalized * 1f, Color.red);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
if(currentState == GrappleAirState){
driftVel = Vector3.zero;
}
@@ -238,7 +240,7 @@ public class MoveStateManager : NetworkBehaviour
//player vector should be under the circumstances
vel = moveX + moveZ;
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
//Need to have movecontroller involved for correct movement
if(currentState == CrouchState){

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@@ -5,16 +5,14 @@ using UnityEngine;
public class MoveSlideState : MoveBaseState
{
//Slide Variables
float originalTraction; // Traction before slide started
RaycastHit slideRay; // slide raycast
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
//Rotate player and adjust height and adjust traction
mSM.pStats.CurVel = 0;
originalTraction = mSM.pStats.Traction;
mSM.moveController.height *= .5f;
mSM.pStats.Traction = 0.01f;
mSM.pStats.CurTraction = 0.01f;
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y - mSM.moveController.height * .5f,0);
//mSM.moveController.Move(new Vector3(0,-0.1f,0));
}
@@ -25,14 +23,14 @@ public class MoveSlideState : MoveBaseState
if(nextState != mSM.CrouchState){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.pStats.Traction = originalTraction;
mSM.pStats.CurTraction = mSM.pStats.Traction;
mSM.moveController.height *= 2.0f;
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y + mSM.moveController.height * .25f,0);
}
//if state is crouch revert traction
else{
mSM.pStats.Traction = originalTraction;
mSM.pStats.CurTraction = mSM.pStats.Traction;
}
}

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@@ -7,19 +7,18 @@ public class NitroNitroingState : NitroBaseState
private float tempTimer; // temporary timer
private float actualMaxVel; // actual max velocity
private float actualAcc; // actual acceleration
public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
actualMaxVel = nSM.pStats.MaxVel; // saves previous max velocity
actualAcc = nSM.pStats.Acc; // saves previous max acc
nSM.pStats.Acc += nSM.nitroAccBoost; // increases acceleration
nSM.pStats.CurAcc += nSM.nitroAccBoost; // increases acceleration
nSM.pStats.MaxVel += nSM.nitroVelBoost; // increases max velocity
tempTimer = 5; // how long we will be sped up
}
public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){
nSM.pStats.Acc = actualAcc; // reset acceleration
nSM.pStats.CurAcc = nSM.pStats.Acc; // reset acceleration
nSM.pStats.MaxVel = actualMaxVel; // reset maximum velocity
}

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@@ -5,6 +5,9 @@ using UnityEngine.Assertions;
public class PlayerStats : MonoBehaviour
{
public enum Weather {Rain, Snow, Wind, Fog};
//Soft cap max speed a player can achieve they can achieve this speed by running
[SerializeField] private float maxVel = 40.0f;
public float MaxVel{
@@ -40,6 +43,12 @@ public class PlayerStats : MonoBehaviour
set{ acc = value; }
}
[SerializeField] private float curAcc;
public float CurAcc{
get{ return curAcc; }
set{ curAcc = value;}
}
//Player Jump power
[SerializeField] private float jumpPow = 60.0f;
public float JumpPow{
@@ -61,6 +70,12 @@ public class PlayerStats : MonoBehaviour
set{ traction = value; }
}
[SerializeField] private float curTraction;
public float CurTraction{
get{ return curTraction; }
set{ curTraction = value; }
}
//Player Kick Power
[SerializeField] private float kickPow = 500.0f;
public float KickPow{
@@ -131,6 +146,87 @@ public class PlayerStats : MonoBehaviour
set{ playerPoints = value; }
}
[SerializeField] private bool windOn = false;
public bool WindOn{
get{ return windOn; }
}
private float tempTraction;
private float tempAcc;
private float accModification;
public void SetWeather(Weather weather){
switch(weather){
case Weather.Rain:{
Debug.Log("Rain");
tempTraction = traction;
tempAcc = acc;
traction -= 2;
if(curTraction - 2 > 0){
curTraction -= 2;
}
acc += 2;
curAcc += 2;
accModification = 2;
break;
}
case Weather.Snow:{
Debug.Log("Snow");
tempTraction = traction;
tempAcc = acc;
traction += 2;
if(curTraction > .01 && curTraction != 1){
curTraction += 2;
}
acc *= .5;
curAcc *= .5;
accModification = -acc;
break;
}
case Weather.Wind:{
Debug.Log("Wind");
windOn = true;
break;
}
case Weather.Fog:{
Debug.Log("Fog");
break;
}
default:{
Debug.Log("Incorrect thing passed in");
break;
}
}
}
public void ClearWeather(){
acc = tempAcc;
traction = tempTraction;
if(curTraction > .01 && curTraction != 1){
curTraction = traction;
}
curAcc -= accModification;
windOn = false;
}
void Update(){
VariableValidation();
}

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@@ -10,7 +10,7 @@ public class WeatherWheel : MonoBehaviour {
void Update() {
if (isSpinning) {
transform.Rotate(0, 0, wheelSpeed, Space.World);
transform.Rotate(0, 0, wheelSpeed);
wheelSpeed -= subtractSpeed;
}
@@ -28,28 +28,28 @@ public class WeatherWheel : MonoBehaviour {
Debug.Log("Snow");
// Set angle back to centered
transform.rotation = Quaternion.Euler(0, 0, 0);
transform.localRotation = Quaternion.Euler(0, 0, 0);
} else if (finalAngle > 45 && finalAngle <= 135) {
// Windy
// TODO: Trigger Wind
Debug.Log("Windy");
// Set angle back to centered
transform.rotation = Quaternion.Euler(0, 0, 90);
transform.localRotation = Quaternion.Euler(0, 0, 90);
} else if (finalAngle > 135 && finalAngle <= 225) {
// Fog
// TODO: Trigger Fog
Debug.Log("Fog");
// Set angle back to centered
transform.rotation = Quaternion.Euler(0, 0, 180);
transform.localRotation = Quaternion.Euler(0, 0, 180);
} else if (finalAngle > 225 && finalAngle <= 315) {
// Rain
// TODO: Trigger Rain
Debug.Log("Rain");
// Set angle back to centered
transform.rotation = Quaternion.Euler(0, 0, 270);
transform.localRotation = Quaternion.Euler(0, 0, 270);
}
}
}

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