using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerStats : MonoBehaviour { //Maximum possible player speed [SerializeField] private float maxVel = 25.0f; public float MaxVel{ get{ return maxVel; } set{ maxVel = value; } } //Minimum possible player speed [SerializeField] private float minVel = 2.0f; public float MinVel{ get{ return minVel; } set{ minVel = value; } } //Current player speed [SerializeField] private float curVel = 0.0f; public float CurVel{ get{ return curVel; } set{ curVel = value; } } //Player Jump power [SerializeField] private float acc = 0.1f; public float Acc{ get{ return acc; } set{ acc = value; } } //Player Jump power [SerializeField] private float jumpPow = 300.0f; public float JumpPow{ get{ return jumpPow; } set{ jumpPow = value; } } //Players Number of Jumps [SerializeField] private int jumpNum = 2; ////// UPDATE TO 2 WHEN THE JUMP ISSUE IS FIXED public int JumpNum{ get{ return jumpNum; } set{ jumpNum = value; } } //Player Traction [SerializeField] private float traction = 3.0f; public float Traction{ get{ return traction; } set{ traction = value; } } //Player Kick Power [SerializeField] private float kickPow; public float KickPow{ get{ return kickPow; } set{ kickPow = value; } } //Player Recovery Time When Knocked Down [SerializeField] 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 [SerializeField] private float playerGrav = 20.0f; public float PlayerGrav{ get{ return playerGrav; } set{ playerGrav = value; } } //If The Player Has Blink [SerializeField] private bool hasBlink = false; public bool HasBlink{ get{ return hasBlink; } set{ hasBlink = value; } } //If The Player Has Glider [SerializeField] private bool hasGlider = false; public bool HasGlider{ get{ return hasGlider; } set{ hasGlider = value; } } //If The Player Has Grapple [SerializeField] private bool hasGrapple = false; public bool HasGrapple{ get{ return hasGrapple; } set{ hasGrapple = value; } } //If The Player Has Wallrun [SerializeField] private bool hasWallrun = false; public bool HasWallrun{ get{ return hasWallrun; } set{ hasWallrun = value; } } //If The Player Has Nitro [SerializeField] private bool hasNitro = false; public bool HasNitro{ get{ return hasNitro; } set{ hasNitro = value; } } //If The Player Has Dash [SerializeField] private bool hasDash = false; public bool HasDash{ get{ return hasDash; } set{ hasDash = value; } } [SerializeField] private int playerPoints = 15; public int PlayerPoints{ get{ return playerPoints; } set{ playerPoints = value; } } }