mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-04-26 02:00:54 -05:00
Updated PlayerPrefab
Implemented Slide into player Added CamFollow
This commit is contained in:
parent
45a2c5b473
commit
63e2318252
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!143 &5687943635225929219
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CharacterController:
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m_SlopeLimit: 45
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m_StepOffset: 0.3
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m_SkinWidth: 0.08
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m_MinMoveDistance: 0.001
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m_Center: {x: 0, y: 0, z: 0}
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GameObject:
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m_ObjectHideFlags: 0
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m_PrefabAsset: {fileID: 0}
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- component: {fileID: 7188906082087890177}
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--- !u!4 &7188906082087890177
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7188906082087890184}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 1, y: 1.8, z: -0.2}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 7188906082643956518}
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- {fileID: 394725941300514827}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &7188906082643956521
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GameObject:
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m_ObjectHideFlags: 0
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@ -410,6 +396,7 @@ GameObject:
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- component: {fileID: 7188906082643956518}
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- component: {fileID: 4875054560273456582}
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m_Name: PlayerCam
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m_TagString: PlayerCam
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@ -482,3 +469,16 @@ AudioListener:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7188906082643956521}
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m_Enabled: 1
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--- !u!114 &4875054560273456582
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7188906082643956521}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 394466212a506df4da8f22e46bd4e333, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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player: {fileID: 4814433541978696327}
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@ -388,7 +388,6 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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itemOptPrefab: {fileID: 8447329698821624902, guid: 51a78c57dc85625428c8f1e6448d113f, type: 3}
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moveScripts: []
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--- !u!114 &526839288
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -526,10 +525,22 @@ PrefabInstance:
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propertyPath: m_Enabled
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 3772338269032432186, guid: a9840baa4cc526b44bfef27c6fea042a, type: 3}
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propertyPath: m_Height
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objectReference: {fileID: 0}
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- target: {fileID: 4910425103423673310, guid: a9840baa4cc526b44bfef27c6fea042a, type: 3}
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propertyPath: m_Enabled
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 7061360697648900808, guid: a9840baa4cc526b44bfef27c6fea042a, type: 3}
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propertyPath: m_UseGravity
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 7061360697648900808, guid: a9840baa4cc526b44bfef27c6fea042a, type: 3}
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propertyPath: m_RootOrder
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value: 3
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@ -586,6 +597,14 @@ PrefabInstance:
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propertyPath: m_Enabled
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8956701063868523892, guid: a9840baa4cc526b44bfef27c6fea042a, type: 3}
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propertyPath: m_UseGravity
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objectReference: {fileID: 0}
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propertyPath: m_CollisionDetection
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value: 3
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: a9840baa4cc526b44bfef27c6fea042a, type: 3}
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--- !u!1 &591528209
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||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ using System.Collections.Generic;
|
|||
using UnityEngine;
|
||||
//Mote: This should be refactored at some point
|
||||
public class Slide : MonoBehaviour{
|
||||
//this may be deprecated at some poiint later in development if we start ussing a rigid bod
|
||||
|
||||
public Camera playerCam;
|
||||
private bool isSliding = false;
|
||||
private CharacterController charController;
|
||||
|
|
@ -11,10 +11,7 @@ public class Slide : MonoBehaviour{
|
|||
private float orignalTraction;
|
||||
private RaycastHit ray;
|
||||
private Vector3 up;
|
||||
// Start is called before the first frame update
|
||||
void Start(){
|
||||
|
||||
}
|
||||
|
||||
private void Awake(){
|
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charController = this.gameObject.GetComponentInParent<CharacterController>();
|
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playerStats = this.gameObject.GetComponentInParent<PlayerStats>();
|
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|
|
|
|||
23
Assets/Scripts/PlayerScripts/PlayerCam.cs
Normal file
23
Assets/Scripts/PlayerScripts/PlayerCam.cs
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerCam : MonoBehaviour
|
||||
{
|
||||
public GameObject player;
|
||||
|
||||
private Vector3 offset;
|
||||
private Vector3 rad;
|
||||
|
||||
void Start ()
|
||||
{
|
||||
rad = (transform.position - player.transform.position);
|
||||
}
|
||||
|
||||
void Update ()
|
||||
{
|
||||
offset = transform.parent.forward * rad.magnitude;
|
||||
transform.position = new Vector3((player.transform.position.x - offset.x),((player.transform.position.y - offset.y)+2),(player.transform.position.z - offset.z));
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/PlayerScripts/PlayerCam.cs.meta
Normal file
11
Assets/Scripts/PlayerScripts/PlayerCam.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 394466212a506df4da8f22e46bd4e333
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
|
@ -13,7 +13,7 @@ public class PlayerInventory : MonoBehaviour
|
|||
|
||||
void Awake(){
|
||||
pStats = GetComponent<PlayerStats>();
|
||||
DontDestroyOnLoad(this.gameObject);
|
||||
DontDestroyOnLoad(transform.parent.gameObject);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -18,6 +18,9 @@ public class PlayerMovement : MonoBehaviour
|
|||
private Vector3 moveX;
|
||||
private Vector3 driftVel;
|
||||
|
||||
//Player prefab
|
||||
private GameObject parentObj;
|
||||
|
||||
//Character Moving
|
||||
private CharacterController moveController;
|
||||
|
||||
|
|
@ -67,6 +70,15 @@ public class PlayerMovement : MonoBehaviour
|
|||
private Vector3 prevRot;
|
||||
private Vector3 hitForce;
|
||||
|
||||
//Slide Variables
|
||||
private bool isSliding = false;
|
||||
private float originalTraction;
|
||||
private RaycastHit ray;
|
||||
private Vector3 up;
|
||||
private bool qDown;
|
||||
|
||||
//Kick Variables
|
||||
|
||||
void Awake()
|
||||
{
|
||||
//Initialize Components
|
||||
|
|
@ -74,13 +86,16 @@ public class PlayerMovement : MonoBehaviour
|
|||
rB = GetComponent<Rigidbody>();
|
||||
capCol = GetComponent<CapsuleCollider>();
|
||||
pStats = GetComponent<PlayerStats>();
|
||||
parentObj = transform.parent.gameObject;
|
||||
|
||||
//camera transform
|
||||
cam = GetComponentInChildren<Camera>();
|
||||
cam = parentObj.GetComponentInChildren<Camera>();
|
||||
|
||||
capCol.enabled = false;
|
||||
//Wallrun
|
||||
wallRun = gameObject.GetComponent<WallRun>();
|
||||
|
||||
up = this.gameObject.GetComponentInParent<Transform>().up;
|
||||
}
|
||||
|
||||
void Start()
|
||||
|
|
@ -137,8 +152,6 @@ public class PlayerMovement : MonoBehaviour
|
|||
//Checks if player should respawn
|
||||
Respawn();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -162,9 +175,13 @@ public class PlayerMovement : MonoBehaviour
|
|||
Gravity();
|
||||
|
||||
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction * Time.deltaTime);
|
||||
|
||||
//Moving outside basic wasd
|
||||
//Jump Function
|
||||
Jump();
|
||||
|
||||
//Slide Function
|
||||
Slide();
|
||||
|
||||
moveController.Move(driftVel);
|
||||
}
|
||||
|
||||
|
|
@ -174,7 +191,7 @@ public class PlayerMovement : MonoBehaviour
|
|||
public float PlayerSpeed()
|
||||
{
|
||||
//If nothing is pressed speed is 0
|
||||
if (Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f)
|
||||
if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || isSliding)
|
||||
{
|
||||
pStats.CurVel = 0.0f;
|
||||
return pStats.CurVel;
|
||||
|
|
@ -215,7 +232,7 @@ public class PlayerMovement : MonoBehaviour
|
|||
private void Jump()
|
||||
{
|
||||
//If space is pressed apply an upwards force to the player
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum)
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
|
||||
{
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
curJumpNum++;
|
||||
|
|
@ -261,14 +278,21 @@ public class PlayerMovement : MonoBehaviour
|
|||
private void Rotation()
|
||||
{
|
||||
Vector3 lastCamPos = new Vector3(0,0,0);
|
||||
Vector3 rotOffset = transform.localEulerAngles;
|
||||
if(moveController.enabled){
|
||||
transform.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
|
||||
camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
/*
|
||||
else{
|
||||
cam.transform.localEulerAngles = cam.transform.localEulerAngles - rotOffset;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -368,7 +392,7 @@ public class PlayerMovement : MonoBehaviour
|
|||
//When to begin the ragdoll timer
|
||||
private float RagdollTimer(){
|
||||
if(beginRagTimer == false){
|
||||
beginRagTimer = Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1f);
|
||||
beginRagTimer = Physics.Raycast(transform.position, -Vector3.up, distToGround + 1f);
|
||||
}
|
||||
|
||||
else if(ragTime <= 0){
|
||||
|
|
@ -383,6 +407,57 @@ public class PlayerMovement : MonoBehaviour
|
|||
return ragTime;
|
||||
}
|
||||
|
||||
//Slide Function
|
||||
private void Slide(){
|
||||
if (Input.GetKey(KeyCode.Q)){
|
||||
qDown = true;
|
||||
if (isSliding == false){
|
||||
originalTraction = pStats.Traction;
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = true;
|
||||
moveController.height = 1.0f;
|
||||
pStats.Traction = 0.01f;
|
||||
|
||||
}
|
||||
pStats.Traction += .02f;
|
||||
}
|
||||
else{
|
||||
qDown = false;
|
||||
}
|
||||
//NOTE: potentialy change this to only allow player back up if there is nothing above them
|
||||
if (qDown == false && isSliding == true) {
|
||||
//if nothing is above the object, stop slidding
|
||||
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
|
||||
{
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x + 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = false;
|
||||
moveController.height = 2.0f;
|
||||
pStats.Traction = originalTraction;
|
||||
|
||||
}
|
||||
else{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
}
|
||||
}
|
||||
//if button is not held down, and still slidding (if they let go but something was above them) check to see if something is still above them, if not
|
||||
else if (Input.GetKey(KeyCode.Q) == false && isSliding==true){
|
||||
//if nothing is above the object, stop slidding
|
||||
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
|
||||
{
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = false;
|
||||
moveController.height = 2.0f;
|
||||
pStats.Traction = originalTraction;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -26,7 +26,7 @@ public class PlayerStats : MonoBehaviour
|
|||
set{ curVel = value; }
|
||||
}
|
||||
|
||||
//Player Jump power
|
||||
//Player Acceleration
|
||||
private float acc = 0.1f;
|
||||
public float Acc{
|
||||
get{ return acc; }
|
||||
|
|
@ -62,7 +62,7 @@ public class PlayerStats : MonoBehaviour
|
|||
}
|
||||
|
||||
//Player Recovery Time When Knocked Down
|
||||
private float recovTime = 5;
|
||||
private float recovTime = 3.0f;
|
||||
public float RecovTime{
|
||||
get{ return recovTime; }
|
||||
set{ recovTime = value; }
|
||||
|
|
@ -112,7 +112,7 @@ public class PlayerStats : MonoBehaviour
|
|||
}
|
||||
|
||||
//If The Player Has Dash
|
||||
private bool hasDash = false;
|
||||
private bool hasDash;
|
||||
public bool HasDash{
|
||||
get{ return hasDash; }
|
||||
set{ hasDash = value; }
|
||||
|
|
@ -124,12 +124,21 @@ public class PlayerStats : MonoBehaviour
|
|||
set{ playerPoints = value; }
|
||||
}
|
||||
|
||||
// void Update(){
|
||||
// VariableValidation();
|
||||
// }
|
||||
void Update(){
|
||||
VariableValidation();
|
||||
}
|
||||
|
||||
// void VariableValidation(){
|
||||
// Debug.Assert((playerPoints != null && playerPoints > 0), "Not valid value");
|
||||
// }
|
||||
void VariableValidation(){
|
||||
Debug.Assert((maxVel >= 0), "maxVel cannot be below zero");
|
||||
Debug.Assert((minVel >= 0), "minVel cannot be below zero");
|
||||
Debug.Assert((curVel >= 0), "curVel cannot be below zero");
|
||||
Debug.Assert((jumpPow >= 0), "jumpPow cannot be below zero");
|
||||
Debug.Assert((jumpNum >= 2), "jumpNum cannot be below zero");
|
||||
Debug.Assert((traction >= 0), "traction cannot be below zero");
|
||||
//Debug.Assert((kickPow >= 0), "Playerpoints cannot be below zero");
|
||||
Debug.Assert((recovTime >= 0), "recovTime cannot be below zero");
|
||||
Debug.Assert((playerGrav >= 0), "playerGrav cannot be below zero");
|
||||
Debug.Assert((playerPoints >= 0), "Playerpoints cannot be below zero");
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,6 +6,7 @@ using UnityEngine.SceneManagement;
|
|||
|
||||
public class InvSceneSettings : MonoBehaviour
|
||||
{
|
||||
GameObject pPar;
|
||||
GameObject player1;
|
||||
PlayerInventory pInv;
|
||||
public GameObject itemOptPrefab;
|
||||
|
|
@ -18,12 +19,13 @@ public class InvSceneSettings : MonoBehaviour
|
|||
|
||||
// Start is called before the first frame update
|
||||
void Awake(){
|
||||
player1 = GameObject.Find("PlayerPrefab");
|
||||
pPar = GameObject.Find("PlayerPrefab");
|
||||
player1 = pPar.transform.Find("PlayerModel").gameObject;
|
||||
pStats = player1.GetComponent<PlayerStats>();
|
||||
pointText = GameObject.Find("PlayerPoints").GetComponentInChildren<Text>();
|
||||
pInv = player1.GetComponent<PlayerInventory>();
|
||||
player1.GetComponent<PlayerMovement>().enabled = false;
|
||||
player1.transform.Find("PlayerCam").gameObject.SetActive(false);
|
||||
pPar.transform.Find("PlayerCam").gameObject.SetActive(false);
|
||||
|
||||
invMan = GetComponent<InventoryManager>();
|
||||
}
|
||||
|
|
@ -107,7 +109,7 @@ public class InvSceneSettings : MonoBehaviour
|
|||
public void nextScene(){
|
||||
player1.GetComponent<PlayerMovement>().enabled = true;
|
||||
player1.GetComponent<CapsuleCollider>().enabled = false;
|
||||
player1.transform.GetChild(0).gameObject.SetActive(true);
|
||||
pPar.transform.GetChild(0).gameObject.SetActive(true);
|
||||
SceneManager.LoadScene (SceneManager.GetActiveScene().buildIndex + 1);
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user