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b/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/QuickStandup.asset index b47bdc5..9eff61a 100644 --- a/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/QuickStandup.asset +++ b/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/QuickStandup.asset @@ -12,8 +12,8 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d76cac0a7f5ea2a4cadbec8ef3315ec1, type: 3} m_Name: QuickStandup m_EditorClassIdentifier: - id: 4 - itemName: QuickStandup + id: 1 + itemName: Quick Standup description: Player gets up faster maxVelM: 0 minVelM: 0 diff --git a/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/RollerSkates.asset b/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/RollerSkates.asset index e5907a1..63a2e08 100644 --- a/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/RollerSkates.asset +++ b/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/RollerSkates.asset @@ -12,8 +12,8 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d76cac0a7f5ea2a4cadbec8ef3315ec1, type: 3} m_Name: RollerSkates m_EditorClassIdentifier: - id: 1 - itemName: RollerSkates + id: 2 + itemName: Roller Skates description: More Slidey But Faster maxVelM: 15 minVelM: 0 diff --git a/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/Springs.asset b/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/Springs.asset index c9059bf..48b0c55 100644 --- a/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/Springs.asset +++ b/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/Springs.asset @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d76cac0a7f5ea2a4cadbec8ef3315ec1, type: 3} m_Name: Springs m_EditorClassIdentifier: - id: 2 + id: 3 itemName: Springs description: Jump Higher maxVelM: 0 diff --git a/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/StrongerKick.asset b/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/StrongerKick.asset index 43d6d41..81dac7a 100644 --- a/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/StrongerKick.asset +++ b/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/StrongerKick.asset @@ -12,9 +12,9 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d76cac0a7f5ea2a4cadbec8ef3315ec1, type: 3} m_Name: StrongerKick m_EditorClassIdentifier: - id: 0 - itemName: - description: + id: 4 + itemName: Strong Kick + description: Kick Harder maxVelM: 0 minVelM: 0 curVelM: 0 diff --git a/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/TripleJump.asset b/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/TripleJump.asset index 13f6333..83b86d9 100644 --- a/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/TripleJump.asset +++ b/Assets/Scripts/PlayerScripts/ItemScripts/Resources/ItemObjects/TripleJump.asset @@ -12,8 +12,8 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d76cac0a7f5ea2a4cadbec8ef3315ec1, type: 3} m_Name: TripleJump m_EditorClassIdentifier: - id: 3 - itemName: TripleJump + id: 5 + itemName: Triple Jump description: Player gets an extra jump but has less jump height maxVelM: 0 minVelM: 0 diff --git a/Assets/Scripts/PlayerScripts/PlayerInventory.cs b/Assets/Scripts/PlayerScripts/PlayerInventory.cs index fdf6c03..019ff4b 100644 --- a/Assets/Scripts/PlayerScripts/PlayerInventory.cs +++ b/Assets/Scripts/PlayerScripts/PlayerInventory.cs @@ -9,39 +9,35 @@ public class PlayerInventory : MonoBehaviour //Scripts public PlayerStats pStats; - public InventoryManager invMan; - public bool AddItem(Item item){ - items.Add(item); - return true; + void Awake(){ + pStats = GetComponent(); + } - public bool AddSpecialItem(T itemCandidate) { // Unless we don't want the four special items to be handled by inventory/inventory manager? + public void AddItem(Item item){ + if(!items.Contains(item)){ + Debug.Log("Item Added"); + items.Add(item); + item.Equip(pStats); + } + else{ + Debug.Log("Item Removed"); + RemoveItem(item); + } + + } + + public void AddSpecialItem(T itemCandidate) { // Unless we don't want the four special items to be handled by inventory/inventory manager? if (itemCandidate is Item) { items.Add(itemCandidate as Item); } - return true; } - public bool RemoveItem(Item item){ + public void RemoveItem(Item item){ if(items.Remove(item)){ - return true; - } - return false; - } - - void Awake(){ - pStats = GetComponent(); - invMan = GetComponent();//////UPDATE WHEN THIS IS NO LONGER ATTACHED TO THE PLAYER - } - - void Start(){ - AddItem(invMan.ItemList[0]); - AddItem(invMan.ItemList[1]); - foreach (Item item in items){ - Debug.Log(item.name); - item.Equip(pStats); + item.Unequip(pStats); } } diff --git a/Assets/Scripts/PlayerScripts/PlayerMovement.cs b/Assets/Scripts/PlayerScripts/PlayerMovement.cs index 598c7b1..421dc9b 100644 --- a/Assets/Scripts/PlayerScripts/PlayerMovement.cs +++ b/Assets/Scripts/PlayerScripts/PlayerMovement.cs @@ -64,26 +64,27 @@ public class PlayerMovement : MonoBehaviour void Awake(){ //Initialize Components - moveController = GetComponent(); + moveController = GetComponentInChildren(); pStats = GetComponent(); - Cursor.lockState = CursorLockMode.Locked; ignoreP = LayerMask.GetMask("Player"); beam = gameObject.AddComponent(); beam.startWidth = 0.2f; beam.endWidth = 0.2f; + beam.enabled = false; //camera transform - cam = Camera.main; + cam = GetComponent(); //Wallrun - wallRun = gameObject.GetComponent(); + //wallRun = gameObject.GetComponent(); } void Start(){ - distToGround = GetComponent().bounds.extents.y; + Cursor.lockState = CursorLockMode.Locked; + distToGround = GetComponentInChildren().bounds.extents.y; } @@ -95,16 +96,28 @@ public class PlayerMovement : MonoBehaviour //Controls for camera Rotate(); + if(moveController.enabled == true){ - //if suffiecient impact magnitude is applied then move player - if (impact.magnitude > 0.2F) moveController.Move(impact * Time.deltaTime); + //input controls for movement + InputController(); - // consumes the impact energy each cycle: - impact = Vector3.Lerp(impact, Vector3.zero, 5*Time.deltaTime); + //if suffiecient impact magnitude is applied then move player + if (impact.magnitude > 0.2F) moveController.Move(impact * Time.deltaTime); + + // consumes the impact energy each cycle: + impact = Vector3.Lerp(impact, Vector3.zero, 5*Time.deltaTime); + + Blink(); + } + else{ + Debug.Log("MoveController is either Disabled or wasn't retrieved correctly"); + } + //Checks if player should respawn Respawn(); - Blink(); + + } @@ -185,9 +198,9 @@ public class PlayerMovement : MonoBehaviour //NEEDS TO BE MASSIVELY CHANGE LIKELY USE RAYCAST TO CHECK IF ACTUALLY ON GROUND //CANNOT USE CHARACTERCONTROLLER.ISGROUNDED IT IS UNRELIABLE //If grounded no jumps have been used - // if(IsGrounded()){ - // curJumpNum = 0; - // } + if(IsGrounded()){ + curJumpNum = 0; + } //If space isn't being pressed then jump is false if(Input.GetAxis("Jump")==0) jumpPressed = false; @@ -245,7 +258,6 @@ public class PlayerMovement : MonoBehaviour { // Make sure that the ground check distance while already in air is very small, to prevent suddenly snapping to ground float chosenGroundCheckDistance = isGrounded ? (moveController.skinWidth + groundCheckDistance) : groundCheckDistanceInAir; - // reset values before the ground check isGrounded = false; Vector3 groundNormal = Vector3.up; @@ -253,16 +265,19 @@ public class PlayerMovement : MonoBehaviour // only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping if (Time.time >= lastTimeJumped + jumpGroundingPreventionTime) { + Debug.Log("detect ground"); // if we're grounded, collect info about the ground normal with a downward capsule cast representing our character capsule if (Physics.CapsuleCast(GetCapsuleBottomHemisphere(), GetCapsuleTopHemisphere(moveController.height), moveController.radius, Vector3.down, out RaycastHit hit, chosenGroundCheckDistance, groundCheckLayers, QueryTriggerInteraction.Ignore)) { + Debug.Log("Collect info"); // storing the upward direction for the surface found groundNormal = hit.normal; // Only consider this a valid ground hit if the ground normal goes in the same direction as the character up // and if the slope angle is lower than the character controller's limit - if (Vector3.Dot(hit.normal, transform.up) > 0f && IsNormalUnderSlopeLimit(groundNormal)) + if (Vector3.Dot(hit.normal, transform.up) > 0.0f && IsNormalUnderSlopeLimit(groundNormal)) { + Debug.Log("isGrounded"); isGrounded = true; // handle snapping to the ground @@ -275,6 +290,11 @@ public class PlayerMovement : MonoBehaviour } } + //Improved IsGrounded + private bool IsGrounded(){ + return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1f, ~ignoreP); + } + private bool IsNormalUnderSlopeLimit(Vector3 normal){ // Returns true if the slope angle represented by the given normal is under the slope angle limit of the character controller return Vector3.Angle(transform.up, normal) <= moveController.slopeLimit; } diff --git a/Assets/Scripts/SetInvScene.meta b/Assets/Scripts/SetInvScene.meta new file mode 100644 index 0000000..2919bc4 --- /dev/null +++ b/Assets/Scripts/SetInvScene.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cdf8612ae8074ef48b12754fe975ea20 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SetInvScene/InvSceneSettings.cs b/Assets/Scripts/SetInvScene/InvSceneSettings.cs new file mode 100644 index 0000000..8f8489a --- /dev/null +++ b/Assets/Scripts/SetInvScene/InvSceneSettings.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class InvSceneSettings : MonoBehaviour +{ + GameObject player1; + PlayerInventory pInv; + public GameObject itemOptPrefab; + + InventoryManager invMan; + + // Start is called before the first frame update + void Awake(){ + player1 = GameObject.Find("PlayerPrefab"); + pInv = player1.GetComponent(); + player1.GetComponent().enabled = false; + player1.transform.GetChild(0).gameObject.SetActive(false); + + invMan = GetComponent(); + } + + void Start(){ + InitializeItemB(); + } + + // Update is called once per frame + void Update(){ + + } + + private void InitializeItemB(){ + int index = 0; + if(itemOptPrefab != null){ + foreach(Item item in invMan.ItemList){ + + Vector3 position = new Vector3((1+(index)),3,0); + var iOpt = Instantiate(itemOptPrefab, position, Quaternion.identity); + + iOpt.name = item.itemName; + iOpt.transform.SetParent(GameObject.Find("Items").transform); + iOpt.transform.localScale = new Vector3(1,1,1); + iOpt.GetComponent