Rebalanced Items & Bug Fixed

I updated the player prefabs to be more in line with one another and
increased the max speed they can have
This commit is contained in:
Melbyj1125
2022-02-02 00:08:06 -06:00
parent bf874ddc84
commit f683a48b84
12 changed files with 1063 additions and 39 deletions

View File

@@ -35,12 +35,12 @@ public class dNitro : MonoBehaviour
if(isNitroing){
if(tempTimer > 0){
tempTimer -= .04f;
tempTimer -= .02f;
Debug.Log("nitro is on");
if(playerStats.CurVel < playerStats.HardCapMaxVel){
playerStats.CurVel += playerStats.Acc * 10;
playerStats.CurVel += playerStats.Acc * 50;
}
else if(playerStats.CurVel > playerStats.HardCapMaxVel){
playerStats.CurVel = playerStats.HardCapMaxVel;

View File

@@ -421,7 +421,7 @@ public class dPlayerMovement : NetworkBehaviour
private void UpdateGravity(){
//Gliding
if(pStats.HasGlider && g < 0 && Input.GetButton("Jump")){
if(pStats.HasGlider && g < 0 && Input.GetButton("Jump") && !isSliding){
//Gravity with glider
GravityCalculation(8);
@@ -564,9 +564,10 @@ public class dPlayerMovement : NetworkBehaviour
//Slide Function
private void Slide(){
//if the q button or the east face button on gamepad is held down
if (Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) {
if ((Input.GetKey(KeyCode.JoystickButton1) || 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;