From 6bab1292f62fd39886d7d753aea707a18375eacf Mon Sep 17 00:00:00 2001 From: Melbyj1125 <60886701+Melbyj1125@users.noreply.github.com> Date: Fri, 28 Jan 2022 13:11:13 -0600 Subject: [PATCH] fixed bumper and boulder fixed wallrun on regular player prefab --- Assets/Prefabs/Player/PlayerPrefab.prefab | 3 ++- Assets/Scripts/KingScripts/Boulder.cs | 4 ++-- Assets/Scripts/KingScripts/Bumper.cs | 3 ++- Assets/Scripts/PlayerScripts/PlayerMovement.cs | 1 + Assets/Scripts/PlayerScripts/PlayerStats.cs | 9 ++++++++- UserSettings/EditorUserSettings.asset | 10 +++++----- 6 files changed, 20 insertions(+), 10 deletions(-) diff --git a/Assets/Prefabs/Player/PlayerPrefab.prefab b/Assets/Prefabs/Player/PlayerPrefab.prefab index 759b7b0..54b16b8 100644 --- a/Assets/Prefabs/Player/PlayerPrefab.prefab +++ b/Assets/Prefabs/Player/PlayerPrefab.prefab @@ -110,6 +110,7 @@ MonoBehaviour: maxVel: 40 minVel: 20 curVel: 0 + hardCapMaxVel: 0 acc: 0.01 jumpPow: 60 jumpNum: 2 @@ -197,7 +198,7 @@ MonoBehaviour: jumpDuration: 0.02 wallBouncing: 3 cameraTransitionDuration: 1 - wallGravityDownForce: 5 + wallGravityDownForce: 2.8 --- !u!114 &4323471435859684389 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/KingScripts/Boulder.cs b/Assets/Scripts/KingScripts/Boulder.cs index d6a9195..0b4a051 100644 --- a/Assets/Scripts/KingScripts/Boulder.cs +++ b/Assets/Scripts/KingScripts/Boulder.cs @@ -13,14 +13,14 @@ public class Boulder : NetworkBehaviour } void OnTriggerEnter(Collider other) { - if (other.tag == "Player") { + if (other.transform.parent.gameObject.tag == "Player") { GameObject player = other.gameObject;//Turns the collider into a game object Vector3 Dir = boulder.velocity;//Finds the bolder's velocity float Power = boulder.velocity.magnitude;// * 250;//Finds the power of the boulder by using it's velocity and a scaler Dir = Vector3.Normalize(Dir);//Normalizes the vector to be used as a knockback direction //Knock the player a little to the side Dir.z += Random.Range(-0.25f, 0.25f); - player.GetComponent().GetHit(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed + player.GetComponent().GetHit(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed } } diff --git a/Assets/Scripts/KingScripts/Bumper.cs b/Assets/Scripts/KingScripts/Bumper.cs index d0089d2..a131d63 100644 --- a/Assets/Scripts/KingScripts/Bumper.cs +++ b/Assets/Scripts/KingScripts/Bumper.cs @@ -8,7 +8,8 @@ public class Bumper : MonoBehaviour { // Is called whenever something collides with the bumper void OnTriggerEnter(Collider objectHit) { - if (objectHit.tag == "Player") {//Checks if the other object is the player + + if (objectHit.transform.parent.gameObject.tag == "Player") {//Checks if the other object is the player PlayerMovement playerMovement = objectHit.GetComponent(); float DirBumpX = playerMovement.driftVel.x * -1;//Inverts the Player Velocity x diff --git a/Assets/Scripts/PlayerScripts/PlayerMovement.cs b/Assets/Scripts/PlayerScripts/PlayerMovement.cs index 1acc0c2..da7782b 100644 --- a/Assets/Scripts/PlayerScripts/PlayerMovement.cs +++ b/Assets/Scripts/PlayerScripts/PlayerMovement.cs @@ -503,6 +503,7 @@ public class PlayerMovement : NetworkBehaviour //Ragdoll Functions public void GetHit(Vector3 dir, float force){ + if (!IsLocalPlayer) { return; } if(firstHit == false){ EnableRagdoll(); dir.Normalize(); diff --git a/Assets/Scripts/PlayerScripts/PlayerStats.cs b/Assets/Scripts/PlayerScripts/PlayerStats.cs index 8d81d79..5c2f904 100644 --- a/Assets/Scripts/PlayerScripts/PlayerStats.cs +++ b/Assets/Scripts/PlayerScripts/PlayerStats.cs @@ -5,7 +5,7 @@ using UnityEngine.Assertions; public class PlayerStats : MonoBehaviour { - //Maximum possible player speed + //Soft cap max speed a player can achieve they can achieve this speed by running [SerializeField] private float maxVel = 30.0f; public float MaxVel{ get{ return maxVel; } @@ -26,6 +26,13 @@ public class PlayerStats : MonoBehaviour set{ curVel = value; } } + //The absolute max speed a player can achieve through boosts or momentum increases will disipate down to soft cap + [SerializeField] private float hardCapMaxVel; + public float HardCapMaxVel{ + get{ return hardCapMaxVel; } + set{ hardCapMaxVel = value; } + } + //Player Acceleration [SerializeField] private float acc = 0.1f; public float Acc{ diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 3bb5dcd..340642a 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -9,17 +9,17 @@ EditorUserSettings: value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb flags: 0 RecentlyUsedScenePath-1: - value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb - flags: 0 - RecentlyUsedScenePath-2: value: 22424703114646680e0b0227036c731f1415016439262f2434 flags: 0 - RecentlyUsedScenePath-3: + RecentlyUsedScenePath-2: value: 22424703114646680e0b0227036c7b151b180b650e3a233126281f3fe7c23837e1ec25a7f234362820 flags: 0 - RecentlyUsedScenePath-4: + RecentlyUsedScenePath-3: value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 flags: 0 + RecentlyUsedScenePath-4: + value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb + flags: 0 vcSharedLogLevel: value: 0d5e400f0650 flags: 0