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m_RotationOrder: 4 + vectorLabel1_3: W +--- !u!65 &1973970389 +BoxCollider: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1973970385} + m_Material: {fileID: 0} + m_IsTrigger: 1 + m_Enabled: 1 + serializedVersion: 2 + m_Size: {x: 15, y: 15, z: 30} + m_Center: {x: 0, y: 0, z: 0} +--- !u!114 &1973970390 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1973970385} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: c3ae4500a963332498d7e31700c2a9ae, type: 3} + m_Name: + m_EditorClassIdentifier: diff --git a/Assets/Rain.cs b/Assets/Scripts/KingAbilities/Rain.cs similarity index 53% rename from Assets/Rain.cs rename to Assets/Scripts/KingAbilities/Rain.cs index fba36f8..41e87ab 100644 --- a/Assets/Rain.cs +++ b/Assets/Scripts/KingAbilities/Rain.cs @@ -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(); 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(); pStats.Traction = tractionDefault; + pStats.Acc = accelerationDefault; + //pStats.Acc /= 1.25f; //pStats.Traction /= 0.75f; } } diff --git a/Assets/Rain.cs.meta b/Assets/Scripts/KingAbilities/Rain.cs.meta similarity index 100% rename from Assets/Rain.cs.meta rename to Assets/Scripts/KingAbilities/Rain.cs.meta diff --git a/Assets/Scripts/KingAbilities/Snow.cs b/Assets/Scripts/KingAbilities/Snow.cs new file mode 100644 index 0000000..9aea7b3 --- /dev/null +++ b/Assets/Scripts/KingAbilities/Snow.cs @@ -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(); + 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(); + pStats.Traction = tractionDefault; + pStats.Acc = accelerationDefault; + //pStats.Traction /= 1.25f; + //pStats.Acc /= 0.75f; + } + } +} diff --git a/Assets/Scripts/KingAbilities/Snow.cs.meta b/Assets/Scripts/KingAbilities/Snow.cs.meta new file mode 100644 index 0000000..1d3fb8e --- /dev/null +++ b/Assets/Scripts/KingAbilities/Snow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c3ae4500a963332498d7e31700c2a9ae +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: