slime functions added

This commit is contained in:
Melbyj1125 2022-03-23 15:36:32 -05:00
parent 652ffefb6a
commit b1af892672
2 changed files with 35 additions and 10 deletions

View File

@ -3293,10 +3293,6 @@ PrefabInstance:
m_Modification:
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@ -3345,9 +3341,5 @@ PrefabInstance:
propertyPath: m_Name
value: DebugSMPlayerPrefab
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View File

@ -10,14 +10,14 @@ public class PlayerStats : MonoBehaviour
public enum Weather {Rain, Snow, Wind, Fog};
//Soft cap max speed a player can achieve they can achieve this speed by running
[SerializeField] private float maxVel = 40.0f;
[SerializeField] private float maxVel = 50.0f;
public float MaxVel{
get{ return maxVel; }
set{ maxVel = value; }
}
//Minimum possible player speed
[SerializeField] private float minVel = 15.0f;
[SerializeField] private float minVel = 18.0f;
public float MinVel{
get{ return minVel; }
set{ minVel = value; }
@ -172,6 +172,8 @@ public class PlayerStats : MonoBehaviour
private float tempTraction;
private float tempAcc;
private float accModification;
private bool weatherOn = false;
////
void Start() {
// Used mainly for respawning
@ -197,9 +199,12 @@ public class PlayerStats : MonoBehaviour
}
}
////Weather Functions
//sets weather effect on player
public void SetWeather(Weather weather, Vector3 windDir = default(Vector3)){
weatherOn = true;
switch(weather){
case Weather.Rain:{
Debug.Log("Rain");
@ -263,6 +268,8 @@ public class PlayerStats : MonoBehaviour
//clears weather effects
public void ClearWeather(){
weatherOn = false;
acc = tempAcc;
traction = tempTraction;
@ -277,6 +284,32 @@ public class PlayerStats : MonoBehaviour
}
////
////Slime Functions
//Apply slime body effect to the player
float tempSlimeTraction;
bool midWeatherOn;
public void ApplySlimeBody(){
maxVel = 25;
curVel = minVel;
}
//Clear slime body effect
public void ClearSlimeBody(){
maxVel = 50;
}
//Apply slime trail effect to the player
public void ApplySlimeTrail(){
curTraction = 1;
}
//Clear slime trail effect
public void ClearSlimeTrail(){
curTraction = traction;
}
////
void Update(){
VariableValidation();
}