small adjustment to nitro and player prefabs

This commit is contained in:
Melbyj1125
2022-01-28 13:45:38 -06:00
parent 6bab1292f6
commit 9c3462521e
10 changed files with 38 additions and 23 deletions

View File

@@ -7,6 +7,7 @@ public class dNitro : MonoBehaviour
private PlayerStats playerStats;
private CoolDown driver;
private bool isOnCoolDown = false;
private bool isNitroing = false;
//this will need to be set from scritable object or something;
private float coolDown;
@@ -22,7 +23,13 @@ public class dNitro : MonoBehaviour
//once cooldowns are implemented, put this on one (a long one)
if (Input.GetKeyDown(KeyCode.LeftShift) && isOnCoolDown == false && playerStats.HasNitro)
{
playerStats.CurVel = playerStats.MaxVel;
if(playerStats.CurVel < playerStats.HardCapMaxVel){
playerStats.CurVel += playerStats.Acc * 10;
}
else if(playerStats.CurVel > playerStats.HardCapMaxVel){
playerStats.CurVel = playerStats.HardCapMaxVel;
}
StartCoroutine(startCoolDown());
}
}

View File

@@ -18,7 +18,7 @@ public class dWallRun : NetworkBehaviour
public float wallBouncing = 3;
public float cameraTransitionDuration = 1;
public float wallGravityDownForce = 5f;
public float wallGravityDownForce = 2.8f;
[Space]
dPlayerMovement playerMovementController;

View File

@@ -254,10 +254,15 @@ public class dPlayerMovement : NetworkBehaviour
return pStats.CurVel;
}
//If the players speed is above or equal to max speed set speed to max
else
else if (pStats.CurVel >= pStats.MaxVel)
{
pStats.CurVel = pStats.MaxVel;
return pStats.CurVel;
}
else{
Debug.Log("Something has gone wrong with the PlayerSpeed()");
return -1;
}
}
@@ -286,7 +291,7 @@ public class dPlayerMovement : NetworkBehaviour
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
{
if(wallRun.IsWallRunning()){
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8f);
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8.5f);
g = pStats.JumpPow;
curJumpNum = 0;
}
@@ -432,7 +437,7 @@ public class dPlayerMovement : NetworkBehaviour
//if wallrunning apply different gravity
if(wallRun.IsWallRunning()){
GravityCalculation(4);
GravityCalculation(2);
}
//Normal gravity if not wallrunning
@@ -504,6 +509,7 @@ public class dPlayerMovement : NetworkBehaviour
//Ragdoll Functions
public void GetHit(Vector3 dir, float force){
//if (!IsLocalPlayer) { return; }
if(firstHit == false){
EnableRagdoll();
dir.Normalize();