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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-04-26 10:15:39 -05:00
small adjustment to nitro and player prefabs
This commit is contained in:
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6bab1292f6
commit
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@ -3545,6 +3545,7 @@ 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: 0.02
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jumpPow: 60
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jumpNum: 2
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@ -3754,14 +3755,14 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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wallMaxDistance: 3
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wallSpeedMultiplier: 1.2
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wallSpeedMultiplier: 1.5
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minimumHeight: 0.1
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maxAngleRoll: 20
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normalizedAngleThreshold: 0.1
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jumpDuration: 0.02
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wallBouncing: 3
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cameraTransitionDuration: 1
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wallGravityDownForce: 3
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wallGravityDownForce: 2.8
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--- !u!114 &2761631967499966007
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -301,6 +301,7 @@ MonoBehaviour:
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maxVel: 40
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minVel: 15
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curVel: 0
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hardCapMaxVel: 60
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acc: 0.01
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jumpPow: 60
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jumpNum: 2
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@ -510,14 +511,14 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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wallMaxDistance: 1
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wallSpeedMultiplier: 1.2
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wallSpeedMultiplier: 1.5
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minimumHeight: 0.1
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maxAngleRoll: 20
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normalizedAngleThreshold: 0.1
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jumpDuration: 0.02
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wallBouncing: 3
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cameraTransitionDuration: 1
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wallGravityDownForce: 3
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wallGravityDownForce: 2.8
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--- !u!120 &384692328
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LineRenderer:
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m_ObjectHideFlags: 0
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@ -261,6 +261,7 @@ 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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@ -470,14 +471,14 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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wallMaxDistance: 3
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wallSpeedMultiplier: 1.2
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wallSpeedMultiplier: 1.5
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minimumHeight: 0.1
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maxAngleRoll: 20
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normalizedAngleThreshold: 0.1
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jumpDuration: 0.02
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wallBouncing: 3
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cameraTransitionDuration: 1
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wallGravityDownForce: 3
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wallGravityDownForce: 2.8
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--- !u!114 &8545598182256100239
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -191,7 +191,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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wallMaxDistance: 3
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wallSpeedMultiplier: 1.2
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wallSpeedMultiplier: 1.5
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minimumHeight: 0.1
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maxAngleRoll: 20
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normalizedAngleThreshold: 0.1
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@ -7,6 +7,7 @@ public class dNitro : MonoBehaviour
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private PlayerStats playerStats;
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private CoolDown driver;
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private bool isOnCoolDown = false;
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private bool isNitroing = false;
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//this will need to be set from scritable object or something;
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private float coolDown;
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@ -22,7 +23,13 @@ public class dNitro : MonoBehaviour
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//once cooldowns are implemented, put this on one (a long one)
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if (Input.GetKeyDown(KeyCode.LeftShift) && isOnCoolDown == false && playerStats.HasNitro)
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{
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playerStats.CurVel = playerStats.MaxVel;
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if(playerStats.CurVel < playerStats.HardCapMaxVel){
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playerStats.CurVel += playerStats.Acc * 10;
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}
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else if(playerStats.CurVel > playerStats.HardCapMaxVel){
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playerStats.CurVel = playerStats.HardCapMaxVel;
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}
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StartCoroutine(startCoolDown());
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}
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}
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@ -18,7 +18,7 @@ public class dWallRun : NetworkBehaviour
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public float wallBouncing = 3;
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public float cameraTransitionDuration = 1;
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public float wallGravityDownForce = 5f;
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public float wallGravityDownForce = 2.8f;
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[Space]
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dPlayerMovement playerMovementController;
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@ -254,10 +254,15 @@ public class dPlayerMovement : NetworkBehaviour
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return pStats.CurVel;
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}
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//If the players speed is above or equal to max speed set speed to max
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else
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else if (pStats.CurVel >= pStats.MaxVel)
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{
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pStats.CurVel = pStats.MaxVel;
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return pStats.CurVel;
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}
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else{
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Debug.Log("Something has gone wrong with the PlayerSpeed()");
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return -1;
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}
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}
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@ -286,7 +291,7 @@ public class dPlayerMovement : NetworkBehaviour
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if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
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{
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if(wallRun.IsWallRunning()){
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AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8f);
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AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8.5f);
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g = pStats.JumpPow;
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curJumpNum = 0;
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}
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@ -432,7 +437,7 @@ public class dPlayerMovement : NetworkBehaviour
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//if wallrunning apply different gravity
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if(wallRun.IsWallRunning()){
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GravityCalculation(4);
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GravityCalculation(2);
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}
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//Normal gravity if not wallrunning
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@ -504,6 +509,7 @@ public class dPlayerMovement : 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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@ -18,7 +18,7 @@ public class WallRun : NetworkBehaviour
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public float wallBouncing = 3;
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public float cameraTransitionDuration = 1;
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public float wallGravityDownForce = 5f;
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public float wallGravityDownForce = 2.8f;
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[Space]
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PlayerMovement playerMovementController;
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@ -286,7 +286,7 @@ public class PlayerMovement : NetworkBehaviour
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if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
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{
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if(wallRun.IsWallRunning()){
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AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8f);
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AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8.5f);
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g = pStats.JumpPow;
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}
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@ -390,7 +390,6 @@ public class PlayerMovement : NetworkBehaviour
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}
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//REMOVE WHEN UNNECCESARY
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//Respawns player if they fall below a certain point
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private void Respawn()
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@ -409,7 +408,7 @@ public class PlayerMovement : NetworkBehaviour
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//Gliding
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if(pStats.HasGlider && g < 0 && Input.GetButton("Jump")){
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//Gravity with glider
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GravityCalculation(6);
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GravityCalculation(8);
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//Set temp values to put traction back to normal
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if(tempSet == false){
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@ -431,7 +430,7 @@ public class PlayerMovement : NetworkBehaviour
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//if wallrunning apply different gravity
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if(wallRun.IsWallRunning()){
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GravityCalculation(4);
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GravityCalculation(2);
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}
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//Normal gravity if not wallrunning
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@ -6,14 +6,14 @@ using UnityEngine.Assertions;
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public class PlayerStats : MonoBehaviour
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{
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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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[SerializeField] private float maxVel = 40.0f;
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public float MaxVel{
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get{ return maxVel; }
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set{ maxVel = value; }
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}
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//Minimum possible player speed
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[SerializeField] private float minVel = 5.0f;
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[SerializeField] private float minVel = 15.0f;
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public float MinVel{
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get{ return minVel; }
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set{ minVel = value; }
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@ -27,21 +27,21 @@ public class PlayerStats : MonoBehaviour
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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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[SerializeField] private float hardCapMaxVel = 60.0f;
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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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[SerializeField] private float acc = 0.01f;
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public float Acc{
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get{ return acc; }
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set{ acc = value; }
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}
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//Player Jump power
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[SerializeField] private float jumpPow = 63.0f;
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[SerializeField] private float jumpPow = 60.0f;
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public float JumpPow{
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get{ return jumpPow; }
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set{ jumpPow = value; }
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@ -62,7 +62,7 @@ public class PlayerStats : MonoBehaviour
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}
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//Player Kick Power
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[SerializeField] private float kickPow = 150.0f;
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[SerializeField] private float kickPow = 500.0f;
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public float KickPow{
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get{ return kickPow; }
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set{ kickPow = value; }
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