Rain and Snow

This commit is contained in:
Vincent Wheat
2021-10-25 14:18:13 -05:00
parent ea789e1543
commit debf981e38
13 changed files with 10145 additions and 20 deletions

78
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@@ -5,25 +5,40 @@ using UnityEngine;
public class Rain : MonoBehaviour
{
private float tractionDefault;
private float accelerationDefault;
//Options for reduction
// % based aka you have 75% traction while in rain <- with this option we wouldn't need to care about individual players starting points
// Flat reduction penalty of number i.e. 3?
// % based aka you have 75% traction while in rain <- with this option we wouldn't need to care about individual players starting points
// Flat reduction penalty of number i.e. 3?
//Make rain increase acceleration
private void OnTriggerEnter(Collider other)
{
if (other.tag =="Player") //In multiplayer we may need a player 1 - X tag for keeping track of individual stats
if (other.tag == "Player") //In multiplayer we may need a player 1 - X tag for keeping track of individual stats
{
isColliding = true;
PlayerStats pStats = other.gameObject.GetComponent<PlayerStats>();
tractionDefault = pStats.Traction;
if (tractionDefault > 3)
{
pStats.Traction -= 3;
} else
}
else
{
pStats.Traction = 1;
}
accelerationDefault = pStats.Acc;
if (accelerationDefault < 8)
{
pStats.Acc += 3;
}
else
{
pStats.Acc = 10;
}
//pStats.Acc *= 1.25f;
//pStats.Traction *= 0.75f;
}
}
@@ -34,6 +49,8 @@ public class Rain : MonoBehaviour
{
PlayerStats pStats = other.gameObject.GetComponent<PlayerStats>();
pStats.Traction = tractionDefault;
pStats.Acc = accelerationDefault;
//pStats.Acc /= 1.25f;
//pStats.Traction /= 0.75f;
}
}

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@@ -0,0 +1,56 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Snow : MonoBehaviour
{
private float tractionDefault;
private float accelerationDefault;
//Options for increase
// % based aka you have 75% traction while in rain <- with this option we wouldn't need to care about individual players starting points
// Flat reduction penalty of number i.e. 3?
//snow reduces acceleration <- playtest to consider adjusting max speed as well
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Player") //In multiplayer we may need a player 1 - X tag for keeping track of individual stats
{
PlayerStats pStats = other.gameObject.GetComponent<PlayerStats>();
tractionDefault = pStats.Traction;
if (tractionDefault < 8)
{
pStats.Traction += 3;
}
else
{
pStats.Traction = 10;
}
accelerationDefault = pStats.Acc;
if (accelerationDefault > 3)
{
pStats.Acc -= 3;
}
else
{
pStats.Acc = 1;
}
//pStats.Traction *= 1.25f;
//pStats.Acc *= 0.75f;
}
}
private void OnTriggerExit(Collider other)
{
if (other.tag == "Player")
{
PlayerStats pStats = other.gameObject.GetComponent<PlayerStats>();
pStats.Traction = tractionDefault;
pStats.Acc = accelerationDefault;
//pStats.Traction /= 1.25f;
//pStats.Acc /= 0.75f;
}
}
}

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