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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-10 11:25:16 -05:00
fixed bumper and boulder
fixed wallrun on regular player prefab
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@@ -110,6 +110,7 @@ MonoBehaviour:
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maxVel: 40
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minVel: 20
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curVel: 0
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hardCapMaxVel: 0
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acc: 0.01
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jumpPow: 60
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jumpNum: 2
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@@ -197,7 +198,7 @@ MonoBehaviour:
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jumpDuration: 0.02
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wallBouncing: 3
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cameraTransitionDuration: 1
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wallGravityDownForce: 5
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wallGravityDownForce: 2.8
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--- !u!114 &4323471435859684389
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -13,14 +13,14 @@ public class Boulder : NetworkBehaviour
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}
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void OnTriggerEnter(Collider other) {
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if (other.tag == "Player") {
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if (other.transform.parent.gameObject.tag == "Player") {
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GameObject player = other.gameObject;//Turns the collider into a game object
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Vector3 Dir = boulder.velocity;//Finds the bolder's velocity
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float Power = boulder.velocity.magnitude;// * 250;//Finds the power of the boulder by using it's velocity and a scaler
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Dir = Vector3.Normalize(Dir);//Normalizes the vector to be used as a knockback direction
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//Knock the player a little to the side
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Dir.z += Random.Range(-0.25f, 0.25f);
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player.GetComponent<dPlayerMovement>().GetHit(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed
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player.GetComponent<PlayerMovement>().GetHit(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed
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}
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}
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@@ -8,7 +8,8 @@ public class Bumper : MonoBehaviour {
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// Is called whenever something collides with the bumper
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void OnTriggerEnter(Collider objectHit) {
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if (objectHit.tag == "Player") {//Checks if the other object is the player
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if (objectHit.transform.parent.gameObject.tag == "Player") {//Checks if the other object is the player
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PlayerMovement playerMovement = objectHit.GetComponent<PlayerMovement>();
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float DirBumpX = playerMovement.driftVel.x * -1;//Inverts the Player Velocity x
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@@ -503,6 +503,7 @@ public class PlayerMovement : NetworkBehaviour
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//Ragdoll Functions
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public void GetHit(Vector3 dir, float force){
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if (!IsLocalPlayer) { return; }
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if(firstHit == false){
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EnableRagdoll();
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dir.Normalize();
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@@ -5,7 +5,7 @@ using UnityEngine.Assertions;
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public class PlayerStats : MonoBehaviour
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{
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//Maximum possible player speed
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//Soft cap max speed a player can achieve they can achieve this speed by running
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[SerializeField] private float maxVel = 30.0f;
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public float MaxVel{
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get{ return maxVel; }
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@@ -26,6 +26,13 @@ public class PlayerStats : MonoBehaviour
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set{ curVel = value; }
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}
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//The absolute max speed a player can achieve through boosts or momentum increases will disipate down to soft cap
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[SerializeField] private float hardCapMaxVel;
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public float HardCapMaxVel{
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get{ return hardCapMaxVel; }
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set{ hardCapMaxVel = value; }
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}
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//Player Acceleration
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[SerializeField] private float acc = 0.1f;
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public float Acc{
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@@ -9,17 +9,17 @@ EditorUserSettings:
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