using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerStats : MonoBehaviour { //Maximum possible player speed private float maxVel = 25.0f; public float MaxVel{ get{ return maxVel; } set{ maxVel = value; } } //Minimum possible player speed private float minVel = 2.0f; public float MinVel{ get{ return minVel; } set{ minVel = value; } } //Current player speed private float curVel = 0.0f; public float CurVel{ get{ return curVel; } set{ curVel = value; } } //Player Jump power private float acc = 0.1f; public float Acc{ get{ return acc; } set{ acc = value; } } //Player Jump power private float jumpPow = 300.0f; public float JumpPow{ get{ return jumpPow; } set{ jumpPow = value; } } //Players Number of Jumps private int jumpNum = 2; ////// UPDATE TO 2 WHEN THE JUMP ISSUE IS FIXED public int JumpNum{ get{ return jumpNum; } set{ jumpNum = value; } } //Player Traction private float traction = 3.0f; public float Traction{ get{ return traction; } set{ traction = value; } } //Player Kick Power private float kickPow; public float KickPow{ get{ return kickPow; } set{ kickPow = value; } } //Player Recovery Time When Knocked Down private float recovTime; public float RecovTime{ get{ return recovTime; } set{ recovTime = value; } } //MAY BE UNNECCESARY DEPENDING ON HOW GLIDER TURNS OUT //Gravity Affecting the player private float playerGrav = 20.0f; public float PlayerGrav{ get{ return playerGrav; } set{ playerGrav = value; } } //If The Player Has Blink private bool hasBlink = false; public bool HasBlink{ get{ return hasBlink; } set{ hasBlink = value; } } //If The Player Has Glider private bool hasGlider = false; public bool HasGlider{ get{ return hasGlider; } set{ hasGlider = value; } } //If The Player Has Grapple private bool hasGrapple = false; public bool HasGrapple{ get{ return hasGrapple; } set{ hasGrapple = value; } } //If The Player Has Wallrun private bool hasWallrun = false; public bool HasWallrun{ get{ return hasWallrun; } set{ hasWallrun = value; } } }