mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-23 19:04:32 -05:00
Merge branch 'main' of https://github.com/Lautha1/TheKingsRace into main
This commit is contained in:
@@ -1,67 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GrapplingHook : MonoBehaviour
|
||||
{
|
||||
public float maxGrappleDistance = 25;
|
||||
|
||||
private bool isGrappled;
|
||||
private int hookPointIndex;
|
||||
private GameObject hookPoint;
|
||||
private GameObject[] hookPoints;
|
||||
private float distance;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
isGrappled = false;
|
||||
hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.E)) //If grapple button is hit
|
||||
{
|
||||
if (!isGrappled) //If we are not grappling
|
||||
{
|
||||
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
|
||||
if (hookPointIndex != -1) //If there is a hookpoint
|
||||
{
|
||||
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
|
||||
//physics set up?
|
||||
isGrappled = true; //toggle grappling state
|
||||
}
|
||||
}
|
||||
else //Else we are grappling
|
||||
{
|
||||
//physics tear down?
|
||||
isGrappled = false; //toggle grappling state to release
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (isGrappled)
|
||||
{
|
||||
//Do grappling physics based on hookPoint
|
||||
}
|
||||
}
|
||||
|
||||
int FindHookPoint()
|
||||
{
|
||||
float least = maxGrappleDistance;
|
||||
int index = -1;
|
||||
for(int i = 0; i<hookPoints.Length; i++)
|
||||
{
|
||||
distance = Vector3.Distance(gameObject.transform.position, hookPoints[i].transform.position);
|
||||
if (distance <= least)
|
||||
{
|
||||
index = i;
|
||||
}
|
||||
}
|
||||
return index;
|
||||
}
|
||||
}
|
||||
@@ -4,15 +4,17 @@ using UnityEngine;
|
||||
|
||||
public class InventoryManager : MonoBehaviour
|
||||
{
|
||||
public Item[] allItems;
|
||||
private List<Item> itemList;
|
||||
public List<Item> ItemList{
|
||||
public Item[] allItems;
|
||||
private List<Item> itemList;
|
||||
public List<Item> ItemList{
|
||||
get{ return itemList; }
|
||||
set{ itemList = value; }
|
||||
}
|
||||
void Awake(){
|
||||
allItems = Resources.LoadAll<Item>("ItemObjects");
|
||||
}
|
||||
|
||||
|
||||
void Awake(){
|
||||
allItems = Resources.LoadAll<Item>("ItemObjects");
|
||||
|
||||
itemList = new List<Item>(allItems);
|
||||
}
|
||||
itemList = new List<Item>(allItems);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -20,7 +20,7 @@ public class Item: ScriptableObject {
|
||||
public float playerGravM;
|
||||
public int costM;
|
||||
|
||||
public virtual void Equip(PlayerStats p){
|
||||
public virtual void Equip(PlayerStats p, GameObject player){
|
||||
if(maxVelM != 0){
|
||||
p.MaxVel += maxVelM;
|
||||
}
|
||||
@@ -50,7 +50,7 @@ public class Item: ScriptableObject {
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Unequip(PlayerStats p){
|
||||
public virtual void Unequip(PlayerStats p, GameObject player){
|
||||
if(maxVelM != 0){
|
||||
p.MaxVel -= maxVelM;
|
||||
}
|
||||
|
||||
@@ -33,3 +33,4 @@ MonoBehaviour:
|
||||
hasNitroM: 0
|
||||
hasDashM: 0
|
||||
cooldownM: 5
|
||||
scriptM: {fileID: 11500000, guid: 5162a84172831f4449df60b9ad0ce22f, type: 3}
|
||||
|
||||
@@ -33,3 +33,4 @@ MonoBehaviour:
|
||||
hasNitroM: 0
|
||||
hasDashM: 0
|
||||
cooldownM: 0
|
||||
scriptM: {fileID: 11500000, guid: 535009eaa735a4c4e95c6fc270e32741, type: 3}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
[CreateAssetMenu]
|
||||
public class SpecialItem : Item
|
||||
@@ -12,8 +13,8 @@ public class SpecialItem : Item
|
||||
public bool hasNitroM;
|
||||
public bool hasDashM;
|
||||
public float cooldownM;
|
||||
|
||||
public override void Equip(PlayerStats p){
|
||||
|
||||
public override void Equip(PlayerStats p, GameObject player){
|
||||
if(maxVelM != 0){
|
||||
p.MaxVel += maxVelM;
|
||||
}
|
||||
@@ -61,7 +62,7 @@ public class SpecialItem : Item
|
||||
}
|
||||
}
|
||||
|
||||
public override void Unequip(PlayerStats p){
|
||||
public override void Unequip(PlayerStats p, GameObject player){
|
||||
if(maxVelM != 0){
|
||||
p.MaxVel -= maxVelM;
|
||||
}
|
||||
@@ -89,24 +90,25 @@ public class SpecialItem : Item
|
||||
if(playerGravM != 0){
|
||||
p.PlayerGrav -= playerGravM;
|
||||
}
|
||||
if(hasWallrunM != true){
|
||||
p.HasWallrun = hasWallrunM;
|
||||
if(hasWallrunM != false){
|
||||
p.HasWallrun = false;
|
||||
}
|
||||
if(hasBlinkM != true){
|
||||
p.HasBlink = hasBlinkM;
|
||||
if(hasBlinkM != false){
|
||||
p.HasBlink = false;
|
||||
}
|
||||
if(hasGrappleM != true){
|
||||
p.HasGrapple = hasGrappleM;
|
||||
if(hasGrappleM != false){
|
||||
p.HasGrapple = false;
|
||||
}
|
||||
if(hasGliderM != true){
|
||||
p.HasGlider = hasGliderM;
|
||||
if(hasGliderM != false){
|
||||
p.HasGlider = false;
|
||||
}
|
||||
if(hasNitroM != true){
|
||||
p.HasNitro = hasNitroM;
|
||||
if(hasNitroM != false){
|
||||
p.HasNitro = false;
|
||||
}
|
||||
if(hasDashM != true){
|
||||
p.HasDash = hasDashM;
|
||||
if(hasDashM != false){
|
||||
p.HasDash = false;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class WallRunItem : Item
|
||||
{
|
||||
public void Equip(PlayerStats p){
|
||||
p.HasWallrun = true;
|
||||
}
|
||||
|
||||
public void Unequip(PlayerStats p)
|
||||
{
|
||||
p.HasWallrun = false;
|
||||
}
|
||||
}
|
||||
8
Assets/Scripts/PlayerScripts/MovementAbilities.meta
Normal file
8
Assets/Scripts/PlayerScripts/MovementAbilities.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d808f60ee05185d43a154521748992a0
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
99
Assets/Scripts/PlayerScripts/MovementAbilities/Blink.cs
Normal file
99
Assets/Scripts/PlayerScripts/MovementAbilities/Blink.cs
Normal file
@@ -0,0 +1,99 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
|
||||
public class Blink : MonoBehaviour{
|
||||
|
||||
// Start is called before the first frame update
|
||||
|
||||
private Camera cam;
|
||||
public CharacterController controller;
|
||||
//Blink Variables
|
||||
private LineRenderer beam;
|
||||
private Vector3 origin;
|
||||
private Vector3 endPoint;
|
||||
private Vector3 mousePos;
|
||||
private RaycastHit hit;
|
||||
|
||||
LayerMask ignoreP;
|
||||
/////
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
beam = gameObject.AddComponent<LineRenderer>();
|
||||
beam.startWidth = 0.2f;
|
||||
beam.endWidth = 0.2f;
|
||||
beam.enabled = false;
|
||||
|
||||
ignoreP = LayerMask.GetMask("Player");
|
||||
|
||||
controller = GetComponent<CharacterController>();
|
||||
}
|
||||
void Start(){
|
||||
|
||||
// Grab the main camera.
|
||||
//camera transform
|
||||
cam = GetComponentInChildren<Camera>();
|
||||
}
|
||||
|
||||
//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
|
||||
//blinks the player forwards
|
||||
private void BlinkMove()
|
||||
{
|
||||
if (Input.GetMouseButton(1))
|
||||
{
|
||||
// Finding the origin and end point of laser.
|
||||
origin = transform.position + transform.forward * transform.lossyScale.z;
|
||||
|
||||
// Finding mouse pos in 3D space.
|
||||
mousePos = Input.mousePosition;
|
||||
mousePos.z = 20f;
|
||||
endPoint = cam.ScreenToWorldPoint(mousePos);
|
||||
|
||||
// Find direction of beam.
|
||||
Vector3 dir = endPoint - origin;
|
||||
dir.Normalize();
|
||||
|
||||
// Are we hitting any colliders?
|
||||
if (Physics.Raycast(origin, dir, out hit, 20f))
|
||||
{
|
||||
// If yes, then set endpoint to hit-point.
|
||||
endPoint = hit.point;
|
||||
}
|
||||
|
||||
// Set end point of laser.
|
||||
beam.SetPosition(0, origin);
|
||||
beam.SetPosition(1, endPoint);
|
||||
// Draw the laser!
|
||||
beam.enabled = true;
|
||||
/*Ray ray = camera.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit raycastHit;
|
||||
|
||||
if (Physics.Raycast(ray, out raycastHit, 5.0f)){
|
||||
LineRenderer.SetPosition(1, raycastHit.point);
|
||||
}*/
|
||||
|
||||
}
|
||||
|
||||
else if (!Input.GetMouseButton(1) && beam.enabled == true)
|
||||
{
|
||||
beam.enabled = false;
|
||||
//if teleporting due to hit to object, bump them a bit outside normal
|
||||
if (hit.point != null)
|
||||
{
|
||||
transform.position = endPoint + hit.normal * 1.25f;
|
||||
|
||||
}
|
||||
//if teleporting in the air or something, just spawn at endpoint
|
||||
else
|
||||
{
|
||||
|
||||
transform.position = endPoint;
|
||||
}
|
||||
//reenable character controller
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2c2e0314365de34c923bb88c9b334ca
|
||||
guid: 5162a84172831f4449df60b9ad0ce22f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
39
Assets/Scripts/PlayerScripts/MovementAbilities/Dash.cs
Normal file
39
Assets/Scripts/PlayerScripts/MovementAbilities/Dash.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class Dash : MonoBehaviour{
|
||||
public Vector3 moveDirection;
|
||||
|
||||
public const float maxDashTime = 1.0f;
|
||||
public float dashDistance = 10;
|
||||
public float dashStoppingSpeed = 0.1f;
|
||||
float currentDashTime = maxDashTime;
|
||||
float dashSpeed = 12;
|
||||
|
||||
CharacterController characterController;
|
||||
|
||||
void Start(){
|
||||
characterController = this.gameObject.GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
|
||||
void FixedUpdate(){
|
||||
if (Input.GetKeyDown(KeyCode.E))
|
||||
{
|
||||
currentDashTime = 0;
|
||||
}
|
||||
if(currentDashTime < maxDashTime)
|
||||
{
|
||||
moveDirection = transform.forward * dashDistance;
|
||||
currentDashTime += dashStoppingSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
moveDirection = Vector3.zero;
|
||||
}
|
||||
characterController.Move(moveDirection * Time.deltaTime * dashSpeed);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ed382e04d00059e40a6803fa4ad43469
|
||||
guid: 980b3f40ede2d8a4c96587100cf71d02
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
104
Assets/Scripts/PlayerScripts/MovementAbilities/GrapplingHook.cs
Normal file
104
Assets/Scripts/PlayerScripts/MovementAbilities/GrapplingHook.cs
Normal file
@@ -0,0 +1,104 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GrapplingHook : MonoBehaviour
|
||||
{
|
||||
public float maxGrappleDistance = 25;
|
||||
|
||||
private bool isGrappled;
|
||||
private int hookPointIndex;
|
||||
private GameObject hookPoint;
|
||||
private GameObject[] hookPoints;
|
||||
private float distance;
|
||||
|
||||
private CharacterController movementController;
|
||||
private PlayerMovement playerMovement;
|
||||
private PlayerStats pStats;
|
||||
private float ropeLength;
|
||||
private float climbRate = 5;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
isGrappled = false;
|
||||
hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
|
||||
movementController = gameObject.GetComponent<CharacterController>();
|
||||
playerMovement = gameObject.GetComponent<PlayerMovement>();
|
||||
pStats = gameObject.GetComponent<PlayerStats>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.E)) //If grapple button is hit
|
||||
{
|
||||
if (!isGrappled) //If we are not grappling
|
||||
{
|
||||
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
|
||||
if (hookPointIndex != -1) //If there is a hookpoint
|
||||
{
|
||||
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
|
||||
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
|
||||
isGrappled = true; //toggle grappling state
|
||||
}
|
||||
}
|
||||
else //Else we are grappling
|
||||
{
|
||||
//physics tear down?
|
||||
isGrappled = false; //toggle grappling state to release
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (isGrappled)
|
||||
{
|
||||
Debug.DrawRay(gameObject.transform.position, (hookPoint.transform.position - gameObject.transform.position)); //Visual of line
|
||||
|
||||
if (Input.GetKey(KeyCode.LeftShift)) //Extend hook
|
||||
{
|
||||
ropeLength += climbRate * Time.deltaTime;
|
||||
if (ropeLength > maxGrappleDistance)
|
||||
{
|
||||
ropeLength = maxGrappleDistance;
|
||||
}
|
||||
//Debug.Log(ropeLength.ToString());
|
||||
}
|
||||
if (Input.GetKey(KeyCode.RightShift)) // Retract Hook
|
||||
{
|
||||
ropeLength -= climbRate * Time.deltaTime;
|
||||
if (ropeLength < 5)
|
||||
{
|
||||
ropeLength = 5;
|
||||
}
|
||||
//Debug.Log(ropeLength.ToString());
|
||||
}
|
||||
//Do grappling physics based on hookPoint
|
||||
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength)
|
||||
{
|
||||
//Impact Based
|
||||
playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav);
|
||||
//Character controller move?
|
||||
//movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength*Time.deltaTime);
|
||||
//Lerp? or another smoother way? Better physics? Wait until refinement to deal with
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int FindHookPoint()
|
||||
{
|
||||
float least = maxGrappleDistance;
|
||||
int index = -1;
|
||||
for(int i = 0; i<hookPoints.Length; i++)
|
||||
{
|
||||
distance = Vector3.Distance(gameObject.transform.position, hookPoints[i].transform.position);
|
||||
if (distance <= least)
|
||||
{
|
||||
index = i;
|
||||
}
|
||||
}
|
||||
return index;
|
||||
}
|
||||
}
|
||||
25
Assets/Scripts/PlayerScripts/MovementAbilities/Kick.cs
Normal file
25
Assets/Scripts/PlayerScripts/MovementAbilities/Kick.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Kick : MonoBehaviour
|
||||
{
|
||||
private float kickForce = 100f;
|
||||
// Start is called before the first frame update
|
||||
void Start(){
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (collision.transform.CompareTag("kickable")){
|
||||
Vector3 direction = this.transform.forward;
|
||||
Debug.Log(direction);
|
||||
collision.rigidbody.AddForce(direction * kickForce, ForceMode.Impulse);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 80dbcf4212f11a74ebd5289c2b5eb309
|
||||
guid: f9b52b0ade3c44e47a3a4dc48c47ec1c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -0,0 +1,55 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class KickController : MonoBehaviour
|
||||
{
|
||||
//Important, may want to change blink code to only work for trigger collider
|
||||
// so that the player doesn't teleport to their leg
|
||||
public GameObject leg;
|
||||
private bool isKicking = false;
|
||||
//slightly bad practice, when merging find a better work around
|
||||
private bool isDiveKicking = false;
|
||||
private CharacterController characterController;
|
||||
|
||||
void Start(){
|
||||
characterController = this.gameObject.GetComponent<CharacterController>();
|
||||
|
||||
}
|
||||
|
||||
void Update(){
|
||||
//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
|
||||
//custom is grounded
|
||||
if (Input.GetKeyDown(KeyCode.F) && isKicking == false && characterController.isGrounded == false)
|
||||
{
|
||||
Debug.Log("dive");
|
||||
// if kicking in air, kick until grounded (maybe add some foward momentum if needeD)
|
||||
isKicking = true;
|
||||
isDiveKicking = true;
|
||||
leg.SetActive(true);
|
||||
}
|
||||
//otherwise do ground kick for .3 seconds
|
||||
else if (Input.GetKeyDown(KeyCode.F) && isKicking == false){
|
||||
Debug.Log("kick");
|
||||
StartCoroutine(Kicking(.3f));
|
||||
}
|
||||
|
||||
//once dive kick touches ground, set back to normal state
|
||||
if(characterController.isGrounded == true && isDiveKicking == true){
|
||||
isDiveKicking = false;
|
||||
isKicking = false;
|
||||
leg.SetActive(false);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator Kicking(float waitTime){
|
||||
isKicking = true;
|
||||
leg.SetActive(true);
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
isKicking = false;
|
||||
leg.SetActive(false);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c0aad94b3b1332408ef8e7d07f3b321
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
36
Assets/Scripts/PlayerScripts/MovementAbilities/Nitro.cs
Normal file
36
Assets/Scripts/PlayerScripts/MovementAbilities/Nitro.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Nitro : MonoBehaviour
|
||||
{
|
||||
private PlayerStats playerStats;
|
||||
private CoolDown driver;
|
||||
private bool isOnCoolDown = false;
|
||||
//this will need to be set from scritable object or something;
|
||||
private float coolDown;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start(){
|
||||
playerStats = GetComponent<PlayerStats>();
|
||||
coolDown = 5.0f;
|
||||
//retrieves
|
||||
driver = FindObjectOfType<CoolDown>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
//once cooldowns are implemented, put this on one (a long one)
|
||||
if (Input.GetKeyDown(KeyCode.LeftShift) && isOnCoolDown == false){
|
||||
playerStats.CurVel = playerStats.MaxVel;
|
||||
StartCoroutine(startCoolDown());
|
||||
}
|
||||
}
|
||||
private IEnumerator startCoolDown(){
|
||||
Debug.Log("start corotine");
|
||||
isOnCoolDown = true;
|
||||
driver.startUICooldown("Nitro");
|
||||
yield return new WaitForSeconds(coolDown);
|
||||
isOnCoolDown = false;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/PlayerScripts/MovementAbilities/Nitro.cs.meta
Normal file
11
Assets/Scripts/PlayerScripts/MovementAbilities/Nitro.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1a8c22589436d2449a89cf3a40b6d252
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
71
Assets/Scripts/PlayerScripts/MovementAbilities/Slide.cs
Normal file
71
Assets/Scripts/PlayerScripts/MovementAbilities/Slide.cs
Normal file
@@ -0,0 +1,71 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
//Mote: This should be refactored at some point
|
||||
public class Slide : MonoBehaviour{
|
||||
|
||||
public Camera playerCam;
|
||||
private bool isSliding = false;
|
||||
private CharacterController charController;
|
||||
private PlayerStats playerStats;
|
||||
private float orignalTraction;
|
||||
private RaycastHit ray;
|
||||
private Vector3 up;
|
||||
|
||||
private void Awake(){
|
||||
charController = this.gameObject.GetComponentInParent<CharacterController>();
|
||||
playerStats = this.gameObject.GetComponentInParent<PlayerStats>();
|
||||
up = this.gameObject.GetComponentInParent<Transform>().up;
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
//Debug.DrawRay(this.gameObject.transform.position, up, Color.red, 5.0f);
|
||||
//NOTE::
|
||||
//if button is held down, start sliding
|
||||
|
||||
if (Input.GetKey(KeyCode.Q)){
|
||||
if (isSliding == false){
|
||||
orignalTraction = playerStats.Traction;
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = true;
|
||||
charController.height = 1.0f;
|
||||
playerStats.Traction = 0.01f;
|
||||
|
||||
}
|
||||
}
|
||||
//NOTE: potentialy change this to only allow player back up if there is nothing above them
|
||||
if (Input.GetKeyUp(KeyCode.Q)) {
|
||||
//if nothing is above the object, stop slidding
|
||||
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
|
||||
{
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = false;
|
||||
charController.height = 2.0f;
|
||||
playerStats.Traction = orignalTraction;
|
||||
|
||||
}
|
||||
else{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
}
|
||||
}
|
||||
//if button is not held down, and still slidding (if they let go but something was above them) check to see if something is still above them, if not
|
||||
else if (Input.GetKey(KeyCode.Q) == false && isSliding==true){
|
||||
//if nothing is above the object, stop slidding
|
||||
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
|
||||
{
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = false;
|
||||
charController.height = 2.0f;
|
||||
playerStats.Traction = orignalTraction;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/PlayerScripts/MovementAbilities/Slide.cs.meta
Normal file
11
Assets/Scripts/PlayerScripts/MovementAbilities/Slide.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aa419fd069f632e479eda138a7764362
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -32,6 +32,7 @@ public class WallRun : MonoBehaviour
|
||||
float elapsedTimeSinceWallAttach = 0;
|
||||
float elapsedTimeSinceWallDetatch = 0;
|
||||
bool jumping;
|
||||
private bool regainedJump = false;
|
||||
|
||||
bool isPlayergrounded() => playerMovementController.isGrounded;
|
||||
|
||||
@@ -111,11 +112,17 @@ public class WallRun : MonoBehaviour
|
||||
elapsedTimeSinceWallDetatch = 0;
|
||||
elapsedTimeSinceWallAttach += Time.deltaTime;
|
||||
playerMovementController.AddPlayerVelocity((Vector3.down * wallGravityDownForce * Time.deltaTime));
|
||||
if (elapsedTimeSinceWallAttach > 0.125f && regainedJump == false)//Allows players to always jump off of walls
|
||||
{
|
||||
regainedJump = true;
|
||||
playerMovementController.decrementCurrentJumpNumber();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
elapsedTimeSinceWallAttach = 0;
|
||||
elapsedTimeSinceWallDetatch += Time.deltaTime;
|
||||
regainedJump = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -147,8 +154,9 @@ public class WallRun : MonoBehaviour
|
||||
|
||||
Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() *Time.deltaTime;// * wallSpeedMultiplier;
|
||||
moveToSet.y = 0;
|
||||
|
||||
Vector3 cancelDrop = new Vector3(0, 0.01f, 0);
|
||||
playerMovementController.SetPlayerVelocity(moveToSet);
|
||||
playerMovementController.AddPlayerVelocity(cancelDrop);
|
||||
//Debug.Log("On Wall");
|
||||
isWallRunning = true;
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Player : MonoBehaviour
|
||||
{
|
||||
}
|
||||
23
Assets/Scripts/PlayerScripts/PlayerCam.cs
Normal file
23
Assets/Scripts/PlayerScripts/PlayerCam.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerCam : MonoBehaviour
|
||||
{
|
||||
public GameObject player;
|
||||
|
||||
private Vector3 offset;
|
||||
private Vector3 rad;
|
||||
|
||||
void Start ()
|
||||
{
|
||||
rad = (transform.position - player.transform.position);
|
||||
}
|
||||
|
||||
void Update ()
|
||||
{
|
||||
offset = transform.parent.forward * rad.magnitude;
|
||||
transform.position = new Vector3((player.transform.position.x - offset.x),((player.transform.position.y - offset.y)+2),(player.transform.position.z - offset.z));
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/PlayerScripts/PlayerCam.cs.meta
Normal file
11
Assets/Scripts/PlayerScripts/PlayerCam.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 394466212a506df4da8f22e46bd4e333
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -13,7 +13,7 @@ public class PlayerInventory : MonoBehaviour
|
||||
|
||||
void Awake(){
|
||||
pStats = GetComponent<PlayerStats>();
|
||||
DontDestroyOnLoad(this.gameObject);
|
||||
DontDestroyOnLoad(transform.parent.gameObject);
|
||||
|
||||
}
|
||||
|
||||
@@ -21,7 +21,7 @@ public class PlayerInventory : MonoBehaviour
|
||||
if(!items.Contains(item) && ableToAdd){
|
||||
Debug.Log("Item Added");
|
||||
items.Add(item);
|
||||
item.Equip(pStats);
|
||||
item.Equip(pStats, this.gameObject);
|
||||
}
|
||||
else if(!ableToAdd && !items.Contains(item)){
|
||||
Debug.Log("Item Cannot Be Added");
|
||||
@@ -30,7 +30,6 @@ public class PlayerInventory : MonoBehaviour
|
||||
Debug.Log("Item Removed");
|
||||
RemoveItem(item);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void AddSpecialItem<T>(T itemCandidate) { // Unless we don't want the four special items to be handled by inventory/inventory manager?
|
||||
@@ -42,7 +41,7 @@ public class PlayerInventory : MonoBehaviour
|
||||
|
||||
public void RemoveItem(Item item){
|
||||
if(items.Remove(item)){
|
||||
item.Unequip(pStats);
|
||||
item.Unequip(pStats, this.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,9 +1,10 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using MLAPI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
public class PlayerMovement : NetworkBehaviour
|
||||
{
|
||||
|
||||
//Scripts
|
||||
@@ -18,19 +19,23 @@ public class PlayerMovement : MonoBehaviour
|
||||
private Vector3 moveX;
|
||||
private Vector3 driftVel;
|
||||
|
||||
//Player prefab
|
||||
private GameObject parentObj;
|
||||
|
||||
//Character Moving
|
||||
private CharacterController moveController;
|
||||
|
||||
//Jump value
|
||||
private int curJumpNum;
|
||||
private bool jumpPressed;
|
||||
bool tempSet = false;
|
||||
float tempTraction = 0.0f;
|
||||
|
||||
//Jump physics
|
||||
private float mass = 5.0F; // defines the character mass
|
||||
private Vector3 impact = Vector3.zero;
|
||||
private float distToGround;
|
||||
|
||||
|
||||
//Wallrunning
|
||||
private WallRun wallRun;
|
||||
|
||||
@@ -43,7 +48,6 @@ public class PlayerMovement : MonoBehaviour
|
||||
private Ray groundRay;
|
||||
private RaycastHit groundHit;
|
||||
|
||||
|
||||
//Camera Variables
|
||||
private LayerMask ignoreP;
|
||||
private Vector3 camRotation;
|
||||
@@ -56,49 +60,68 @@ public class PlayerMovement : MonoBehaviour
|
||||
[Range(50, 500)]
|
||||
public int sensitivity = 200;
|
||||
|
||||
//Blink Variables
|
||||
private LineRenderer beam;
|
||||
private Vector3 origin;
|
||||
private Vector3 endPoint;
|
||||
private Vector3 mousePos;
|
||||
private RaycastHit hit;
|
||||
/////
|
||||
//Ragdoll variables
|
||||
private Vector3 hit;
|
||||
private Rigidbody rB;
|
||||
private CapsuleCollider capCol;
|
||||
private bool firstHit = false;
|
||||
private bool heldDown = false;
|
||||
private bool beginRagTimer = false;
|
||||
private float ragTime;
|
||||
private Vector3 prevRot;
|
||||
private Vector3 hitForce;
|
||||
|
||||
//Slide Variables
|
||||
private bool isSliding = false;
|
||||
private float originalTraction;
|
||||
private RaycastHit ray;
|
||||
private Vector3 up;
|
||||
private bool qDown;
|
||||
|
||||
//Kick Variables
|
||||
|
||||
void Awake()
|
||||
{
|
||||
//Initialize Components
|
||||
moveController = GetComponent<CharacterController>();
|
||||
rB = GetComponent<Rigidbody>();
|
||||
capCol = GetComponent<CapsuleCollider>();
|
||||
pStats = GetComponent<PlayerStats>();
|
||||
ignoreP = LayerMask.GetMask("Player");
|
||||
|
||||
|
||||
beam = gameObject.AddComponent<LineRenderer>();
|
||||
beam.startWidth = 0.2f;
|
||||
beam.endWidth = 0.2f;
|
||||
beam.enabled = false;
|
||||
parentObj = transform.parent.gameObject;
|
||||
|
||||
//camera transform
|
||||
cam = GetComponentInChildren<Camera>();
|
||||
cam = parentObj.GetComponentInChildren<Camera>();
|
||||
|
||||
capCol.enabled = false;
|
||||
//Wallrun
|
||||
//wallRun = gameObject.GetComponent<WallRun>();
|
||||
wallRun = gameObject.GetComponent<WallRun>();
|
||||
up = this.gameObject.GetComponentInParent<Transform>().up;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
distToGround = GetComponent<Collider>().bounds.extents.y;
|
||||
|
||||
// Don't do movement unless this is the local player controlling it
|
||||
// Otherwise we let the server handle moving us
|
||||
if (!IsLocalPlayer) { return; }
|
||||
|
||||
// Don't lock the cursor multiple times if this isn't the local player
|
||||
// Also don't want to lock the cursor for the king
|
||||
// That is why this is after the LocalPlayer check
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
{
|
||||
// Don't do movement unless this is the local player controlling it
|
||||
// Otherwise we let the server handle moving us
|
||||
if (!IsLocalPlayer) { return; }
|
||||
|
||||
|
||||
//Controls for camera
|
||||
Rotate();
|
||||
Rotation();
|
||||
|
||||
if(moveController.enabled == true){
|
||||
|
||||
@@ -110,18 +133,39 @@ public class PlayerMovement : MonoBehaviour
|
||||
|
||||
// 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");
|
||||
|
||||
if (RagdollTimer() == 0){
|
||||
|
||||
firstHit = false;
|
||||
DisableRagdoll();
|
||||
}
|
||||
|
||||
//Gravity without moveController
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
rB.AddForce(new Vector3(0,vel.y,0));
|
||||
|
||||
//Debug.LogWarning("MoveController is either Disabled or wasn't retrieved correctly");
|
||||
}
|
||||
|
||||
//TESTING RAGDOLL STUFF NEEDS SOME WORK
|
||||
//Checks if player should respawn
|
||||
//Respawn();
|
||||
|
||||
if (Input.GetMouseButton(1) && heldDown == false){
|
||||
getHit(new Vector3(vel.x, 0, vel.z), 30);
|
||||
heldDown = true;
|
||||
}
|
||||
|
||||
|
||||
if(!Input.GetMouseButton(1)){
|
||||
heldDown = false;
|
||||
}
|
||||
|
||||
//Checks if player should respawn
|
||||
Respawn();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -145,9 +189,13 @@ public class PlayerMovement : MonoBehaviour
|
||||
Gravity();
|
||||
|
||||
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction * Time.deltaTime);
|
||||
|
||||
//Moving outside basic wasd
|
||||
//Jump Function
|
||||
Jump();
|
||||
|
||||
//Slide Function
|
||||
Slide();
|
||||
|
||||
moveController.Move(driftVel);
|
||||
}
|
||||
|
||||
@@ -157,7 +205,7 @@ public class PlayerMovement : MonoBehaviour
|
||||
public float PlayerSpeed()
|
||||
{
|
||||
//If nothing is pressed speed is 0
|
||||
if (Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f)
|
||||
if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || isSliding)
|
||||
{
|
||||
pStats.CurVel = 0.0f;
|
||||
return pStats.CurVel;
|
||||
@@ -198,7 +246,7 @@ public class PlayerMovement : MonoBehaviour
|
||||
private void Jump()
|
||||
{
|
||||
//If space is pressed apply an upwards force to the player
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum)
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
|
||||
{
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
curJumpNum++;
|
||||
@@ -207,8 +255,6 @@ public class PlayerMovement : MonoBehaviour
|
||||
|
||||
lastTimeJumped = Time.time;
|
||||
|
||||
//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;
|
||||
@@ -218,6 +264,9 @@ public class PlayerMovement : MonoBehaviour
|
||||
if (Input.GetAxis("Jump") == 0) jumpPressed = false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//PlayerScript
|
||||
public bool GetJumpPressed(){
|
||||
return jumpPressed;
|
||||
}
|
||||
@@ -237,15 +286,33 @@ public class PlayerMovement : MonoBehaviour
|
||||
vel = newVelocity;
|
||||
}
|
||||
|
||||
//Camera
|
||||
private void Rotate()
|
||||
|
||||
|
||||
//Camera and Player Rotation
|
||||
public void decrementCurrentJumpNumber()
|
||||
{
|
||||
transform.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
curJumpNum--;
|
||||
}
|
||||
|
||||
//Camera
|
||||
private void Rotation()
|
||||
{
|
||||
Vector3 lastCamPos = new Vector3(0,0,0);
|
||||
Vector3 rotOffset = transform.localEulerAngles;
|
||||
if(moveController.enabled){
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
|
||||
|
||||
camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
/*
|
||||
else{
|
||||
cam.transform.localEulerAngles = cam.transform.localEulerAngles - rotOffset;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
@@ -260,13 +327,12 @@ public class PlayerMovement : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
|
||||
private void Gravity(){
|
||||
//Temp Values for Glider
|
||||
float tempTraction = 0.0f;
|
||||
bool tempSet = false;
|
||||
|
||||
//ADD CHECKER FOR GLIDER WHEN FULLY IMPLEMENTED
|
||||
//Gliding
|
||||
if(jumpPressed && pStats.HasGlider){
|
||||
|
||||
vel.y -= (pStats.PlayerGrav-18) * Time.deltaTime;
|
||||
@@ -275,7 +341,6 @@ public class PlayerMovement : MonoBehaviour
|
||||
pStats.Traction = 1.0f;
|
||||
tempSet = true;
|
||||
}
|
||||
|
||||
}
|
||||
else{
|
||||
|
||||
@@ -287,13 +352,15 @@ public class PlayerMovement : MonoBehaviour
|
||||
//Normal Gravity
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
}
|
||||
|
||||
|
||||
//Wallrunning
|
||||
if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
|
||||
//If gliding
|
||||
//Go down slowly
|
||||
}
|
||||
|
||||
|
||||
|
||||
void GroundCheck()
|
||||
{
|
||||
// Make sure that the ground check distance while already in air is very small, to prevent suddenly snapping to ground
|
||||
@@ -316,63 +383,101 @@ public class PlayerMovement : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
|
||||
//blinks the player forwards
|
||||
private void Blink()
|
||||
{
|
||||
if (Input.GetMouseButton(1))
|
||||
{
|
||||
// Finding the origin and end point of laser.
|
||||
origin = transform.position + transform.forward * transform.lossyScale.z;
|
||||
|
||||
// Finding mouse pos in 3D space.
|
||||
mousePos = Input.mousePosition;
|
||||
mousePos.z = 20f;
|
||||
endPoint = cam.ScreenToWorldPoint(mousePos);
|
||||
|
||||
// Find direction of beam.
|
||||
Vector3 dir = endPoint - origin;
|
||||
//Ragdoll Functions
|
||||
private void getHit(Vector3 dir, float force){
|
||||
if(firstHit == false){
|
||||
EnableRagdoll();
|
||||
dir.Normalize();
|
||||
rB.AddForce(dir * force, ForceMode.Impulse);
|
||||
firstHit = true;
|
||||
}
|
||||
}
|
||||
private void EnableRagdoll(){
|
||||
ragTime = pStats.RecovTime;
|
||||
prevRot = transform.localEulerAngles;
|
||||
capCol.enabled = true;
|
||||
moveController.enabled = false;
|
||||
rB.isKinematic = false;
|
||||
rB.detectCollisions = true;
|
||||
}
|
||||
|
||||
// Are we hitting any colliders?
|
||||
if (Physics.Raycast(origin, dir, out hit, 20f))
|
||||
{
|
||||
// If yes, then set endpoint to hit-point.
|
||||
endPoint = hit.point;
|
||||
}
|
||||
|
||||
// Set end point of laser.
|
||||
beam.SetPosition(0, origin);
|
||||
beam.SetPosition(1, endPoint);
|
||||
// Draw the laser!
|
||||
beam.enabled = true;
|
||||
/*Ray ray = camera.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit raycastHit;
|
||||
|
||||
if (Physics.Raycast(ray, out raycastHit, 5.0f)){
|
||||
LineRenderer.SetPosition(1, raycastHit.point);
|
||||
}*/
|
||||
private void DisableRagdoll(){
|
||||
capCol.enabled = false;
|
||||
moveController.enabled = true;
|
||||
rB.isKinematic = true;
|
||||
rB.detectCollisions = false;
|
||||
transform.localEulerAngles = prevRot;
|
||||
}
|
||||
|
||||
//When to begin the ragdoll timer
|
||||
private float RagdollTimer(){
|
||||
if(beginRagTimer == false){
|
||||
beginRagTimer = Physics.Raycast(transform.position, -Vector3.up, distToGround + 1f);
|
||||
}
|
||||
|
||||
else if (!Input.GetMouseButton(1) && beam.enabled == true)
|
||||
{
|
||||
beam.enabled = false;
|
||||
//if teleporting due to hit to object, bump them a bit outside normal
|
||||
if (hit.point != null)
|
||||
else if(ragTime <= 0){
|
||||
ragTime = 0;
|
||||
beginRagTimer = false;
|
||||
}
|
||||
|
||||
if(beginRagTimer == true){
|
||||
ragTime -= Time.deltaTime;
|
||||
}
|
||||
|
||||
return ragTime;
|
||||
}
|
||||
|
||||
//Slide Function
|
||||
private void Slide(){
|
||||
if (Input.GetKey(KeyCode.Q)){
|
||||
qDown = true;
|
||||
if (isSliding == false){
|
||||
originalTraction = pStats.Traction;
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = true;
|
||||
moveController.height = 1.0f;
|
||||
pStats.Traction = 0.01f;
|
||||
|
||||
}
|
||||
pStats.Traction += .02f;
|
||||
}
|
||||
else{
|
||||
qDown = false;
|
||||
}
|
||||
//NOTE: potentialy change this to only allow player back up if there is nothing above them
|
||||
if (qDown == false && isSliding == true) {
|
||||
//if nothing is above the object, stop slidding
|
||||
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
|
||||
{
|
||||
transform.position = endPoint + hit.normal * 1.25f;
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x + 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = false;
|
||||
moveController.height = 2.0f;
|
||||
pStats.Traction = originalTraction;
|
||||
|
||||
}
|
||||
else{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
}
|
||||
}
|
||||
//if button is not held down, and still slidding (if they let go but something was above them) check to see if something is still above them, if not
|
||||
else if (Input.GetKey(KeyCode.Q) == false && isSliding==true){
|
||||
//if nothing is above the object, stop slidding
|
||||
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
|
||||
{
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = false;
|
||||
moveController.height = 2.0f;
|
||||
pStats.Traction = originalTraction;
|
||||
|
||||
}
|
||||
//if teleporting in the air or something, just spawn at endpoint
|
||||
else
|
||||
{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
transform.position = endPoint;
|
||||
}
|
||||
//reenable character controller
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
|
||||
public class PlayerStats : MonoBehaviour
|
||||
{
|
||||
//Maximum possible player speed
|
||||
[SerializeField]
|
||||
private float maxVel = 25.0f;
|
||||
public float MaxVel{
|
||||
get{ return maxVel; }
|
||||
@@ -13,7 +13,6 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//Minimum possible player speed
|
||||
[SerializeField]
|
||||
private float minVel = 2.0f;
|
||||
public float MinVel{
|
||||
get{ return minVel; }
|
||||
@@ -21,15 +20,13 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//Current player speed
|
||||
[SerializeField]
|
||||
private float curVel = 0.0f;
|
||||
public float CurVel{
|
||||
get{ return curVel; }
|
||||
set{ curVel = value; }
|
||||
}
|
||||
|
||||
//Player Jump power
|
||||
[SerializeField]
|
||||
//Player Acceleration
|
||||
private float acc = 0.1f;
|
||||
public float Acc{
|
||||
get{ return acc; }
|
||||
@@ -37,7 +34,6 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//Player Jump power
|
||||
[SerializeField]
|
||||
private float jumpPow = 300.0f;
|
||||
public float JumpPow{
|
||||
get{ return jumpPow; }
|
||||
@@ -45,7 +41,6 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//Players Number of Jumps
|
||||
[SerializeField]
|
||||
private int jumpNum = 2; ////// UPDATE TO 2 WHEN THE JUMP ISSUE IS FIXED
|
||||
public int JumpNum{
|
||||
get{ return jumpNum; }
|
||||
@@ -53,7 +48,6 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//Player Traction
|
||||
[SerializeField]
|
||||
private float traction = 3.0f;
|
||||
public float Traction{
|
||||
get{ return traction; }
|
||||
@@ -61,7 +55,6 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//Player Kick Power
|
||||
[SerializeField]
|
||||
private float kickPow;
|
||||
public float KickPow{
|
||||
get{ return kickPow; }
|
||||
@@ -69,8 +62,7 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//Player Recovery Time When Knocked Down
|
||||
[SerializeField]
|
||||
private float recovTime;
|
||||
private float recovTime = 3.0f;
|
||||
public float RecovTime{
|
||||
get{ return recovTime; }
|
||||
set{ recovTime = value; }
|
||||
@@ -78,7 +70,6 @@ public class PlayerStats : MonoBehaviour
|
||||
|
||||
//MAY BE UNNECCESARY DEPENDING ON HOW GLIDER TURNS OUT
|
||||
//Gravity Affecting the player
|
||||
[SerializeField]
|
||||
private float playerGrav = 20.0f;
|
||||
public float PlayerGrav{
|
||||
get{ return playerGrav; }
|
||||
@@ -86,7 +77,6 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//If The Player Has Blink
|
||||
[SerializeField]
|
||||
private bool hasBlink = false;
|
||||
public bool HasBlink{
|
||||
get{ return hasBlink; }
|
||||
@@ -94,7 +84,6 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//If The Player Has Glider
|
||||
[SerializeField]
|
||||
private bool hasGlider = false;
|
||||
public bool HasGlider{
|
||||
get{ return hasGlider; }
|
||||
@@ -102,7 +91,6 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//If The Player Has Grapple
|
||||
[SerializeField]
|
||||
private bool hasGrapple = false;
|
||||
public bool HasGrapple{
|
||||
get{ return hasGrapple; }
|
||||
@@ -110,7 +98,6 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//If The Player Has Wallrun
|
||||
[SerializeField]
|
||||
private bool hasWallrun = false;
|
||||
public bool HasWallrun{
|
||||
get{ return hasWallrun; }
|
||||
@@ -118,7 +105,6 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//If The Player Has Nitro
|
||||
[SerializeField]
|
||||
private bool hasNitro = false;
|
||||
public bool HasNitro{
|
||||
get{ return hasNitro; }
|
||||
@@ -126,17 +112,33 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//If The Player Has Dash
|
||||
[SerializeField]
|
||||
private bool hasDash = false;
|
||||
private bool hasDash;
|
||||
public bool HasDash{
|
||||
get{ return hasDash; }
|
||||
set{ hasDash = value; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private int playerPoints = 15;
|
||||
public int PlayerPoints{
|
||||
get{ return playerPoints; }
|
||||
set{ playerPoints = value; }
|
||||
}
|
||||
|
||||
void Update(){
|
||||
VariableValidation();
|
||||
}
|
||||
|
||||
void VariableValidation(){
|
||||
Debug.Assert((maxVel >= 0), "maxVel cannot be below zero");
|
||||
Debug.Assert((minVel >= 0), "minVel cannot be below zero");
|
||||
Debug.Assert((curVel >= 0), "curVel cannot be below zero");
|
||||
Debug.Assert((jumpPow >= 0), "jumpPow cannot be below zero");
|
||||
Debug.Assert((jumpNum >= 2), "jumpNum cannot be below zero");
|
||||
Debug.Assert((traction >= 0), "traction cannot be below zero");
|
||||
//Debug.Assert((kickPow >= 0), "Playerpoints cannot be below zero");
|
||||
Debug.Assert((recovTime >= 0), "recovTime cannot be below zero");
|
||||
Debug.Assert((playerGrav >= 0), "playerGrav cannot be below zero");
|
||||
Debug.Assert((playerPoints >= 0), "Playerpoints cannot be below zero");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,18 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Setup : MonoBehaviour
|
||||
{
|
||||
private PlayerStats pstats;
|
||||
public bool hasWallRun;
|
||||
[Range( 1, 50)]
|
||||
public float maxSpeed;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
pstats = this.gameObject.GetComponent<PlayerStats>();
|
||||
pstats.HasWallrun = hasWallRun;
|
||||
pstats.MaxVel = maxSpeed;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user