mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-26 04:22:17 -05:00
Fixed a lot of the issues we addressed on Monday
This commit is contained in:
@@ -7,20 +7,26 @@ using UnityEngine;
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public class Boulder : NetworkBehaviour
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{
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private Rigidbody boulder;
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public float bumpPower = 70;
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void Start() {
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boulder = GetComponent<Rigidbody>();//Gets the rigidbody attached to the bolder
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}
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void OnTriggerEnter(Collider other) {
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if (other.gameObject.tag == "ArcherTarget") {
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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<MoveStateManager>().GetHit(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed
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void OnTriggerEnter(Collider objectHit) {
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if (objectHit.gameObject.tag == "ArcherTarget") {
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Debug.Log("Bump");
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MoveStateManager playerMovement = objectHit.GetComponent<MoveStateManager>();
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float DirBumpX = playerMovement.driftVel.x * -1;//Inverts the Player Velocity x
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float DirBumpY = .1f;
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float DirBumpZ = playerMovement.driftVel.z * -1;//Inverts the Player Velocity z
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Vector3 DirBump = new Vector3(DirBumpX, DirBumpY, DirBumpZ);//Creates a direction to launch the player
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DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction
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playerMovement.GetHit(DirBump, bumpPower);
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}
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}
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@@ -1,57 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Rain : MonoBehaviour
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{
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private float tractionDefault;
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private float accelerationDefault;
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//Options for reduction
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// % based aka you have 75% traction while in rain <- with this option we wouldn't need to care about individual players starting points
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// Flat reduction penalty of number i.e. 3?
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//Make rain increase acceleration
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private void OnTriggerEnter(Collider other)
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{
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if (other.tag == "Player") //In multiplayer we may need a player 1 - X tag for keeping track of individual stats
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{
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PlayerStats pStats = other.gameObject.GetComponent<PlayerStats>();
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tractionDefault = pStats.Traction;
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if (tractionDefault > 3)
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{
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pStats.Traction -= 3;
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}
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else
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{
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pStats.Traction = 1;
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}
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accelerationDefault = pStats.Acc;
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if (accelerationDefault < 8)
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{
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pStats.Acc += 3;
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}
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else
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{
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pStats.Acc = 10;
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}
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//pStats.Acc *= 1.25f;
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//pStats.Traction *= 0.75f;
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.tag == "Player")
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{
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PlayerStats pStats = other.gameObject.GetComponent<PlayerStats>();
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pStats.Traction = tractionDefault;
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pStats.Acc = accelerationDefault;
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//pStats.Acc /= 1.25f;
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//pStats.Traction /= 0.75f;
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: c28022a6946b2ed44b657d7aecae5c1c
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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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@@ -1,56 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Snow : MonoBehaviour
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{
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private float tractionDefault;
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private float accelerationDefault;
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//Options for increase
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// % based aka you have 75% traction while in rain <- with this option we wouldn't need to care about individual players starting points
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// Flat reduction penalty of number i.e. 3?
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//snow reduces acceleration <- playtest to consider adjusting max speed as well
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private void OnTriggerEnter(Collider other)
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{
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if (other.tag == "Player") //In multiplayer we may need a player 1 - X tag for keeping track of individual stats
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{
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PlayerStats pStats = other.gameObject.GetComponent<PlayerStats>();
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tractionDefault = pStats.Traction;
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if (tractionDefault < 8)
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{
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pStats.Traction += 3;
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}
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else
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{
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pStats.Traction = 10;
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}
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accelerationDefault = pStats.Acc;
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if (accelerationDefault > 3)
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{
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pStats.Acc -= 3;
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}
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else
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{
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pStats.Acc = 1;
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}
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//pStats.Traction *= 1.25f;
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//pStats.Acc *= 0.75f;
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.tag == "Player")
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{
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PlayerStats pStats = other.gameObject.GetComponent<PlayerStats>();
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pStats.Traction = tractionDefault;
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pStats.Acc = accelerationDefault;
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//pStats.Traction /= 1.25f;
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//pStats.Acc /= 0.75f;
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: c3ae4500a963332498d7e31700c2a9ae
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MonoImporter:
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externalObjects: {}
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@@ -1,19 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Wind : MonoBehaviour
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{
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public Vector3 DirWind;
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// Start is called before the first frame update
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void Start()
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{
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DirWind = Vector3.forward;
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}
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// Update is called once per frame
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void OnTriggerStay(Collider other)
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{
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other.GetComponent<AerialStateManager>().AddImpact(DirWind, 1);
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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