mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-24 02:34:31 -05:00
Implemented Ragdoll kinda There are some issues with getting hit while ragdolling that need to be fixed Adjusted Dash Dash still needs some adjustments before being fully implemented
136 lines
3.1 KiB
C#
136 lines
3.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Assertions;
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public class PlayerStats : MonoBehaviour
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{
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//Maximum possible player speed
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private float maxVel = 25.0f;
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public float MaxVel{
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get{ return maxVel; }
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set{ maxVel = value; }
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}
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//Minimum possible player speed
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private float minVel = 2.0f;
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public float MinVel{
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get{ return minVel; }
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set{ minVel = value; }
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}
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//Current player speed
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private float curVel = 0.0f;
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public float CurVel{
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get{ return curVel; }
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set{ curVel = value; }
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}
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//Player Jump power
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private float acc = 0.1f;
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public float Acc{
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get{ return acc; }
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set{ acc = value; }
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}
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//Player Jump power
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private float jumpPow = 300.0f;
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public float JumpPow{
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get{ return jumpPow; }
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set{ jumpPow = value; }
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}
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//Players Number of Jumps
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private int jumpNum = 2; ////// UPDATE TO 2 WHEN THE JUMP ISSUE IS FIXED
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public int JumpNum{
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get{ return jumpNum; }
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set{ jumpNum = value; }
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}
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//Player Traction
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private float traction = 3.0f;
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public float Traction{
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get{ return traction; }
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set{ traction = value; }
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}
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//Player Kick Power
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private float kickPow;
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public float KickPow{
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get{ return kickPow; }
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set{ kickPow = value; }
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}
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//Player Recovery Time When Knocked Down
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private float recovTime;
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public float RecovTime{
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get{ return recovTime; }
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set{ recovTime = value; }
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}
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//MAY BE UNNECCESARY DEPENDING ON HOW GLIDER TURNS OUT
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//Gravity Affecting the player
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private float playerGrav = 20.0f;
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public float PlayerGrav{
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get{ return playerGrav; }
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set{ playerGrav = value; }
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}
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//If The Player Has Blink
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private bool hasBlink = false;
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public bool HasBlink{
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get{ return hasBlink; }
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set{ hasBlink = value; }
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}
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//If The Player Has Glider
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private bool hasGlider = false;
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public bool HasGlider{
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get{ return hasGlider; }
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set{ hasGlider = value; }
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}
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//If The Player Has Grapple
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private bool hasGrapple = false;
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public bool HasGrapple{
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get{ return hasGrapple; }
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set{ hasGrapple = value; }
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}
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//If The Player Has Wallrun
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private bool hasWallrun = false;
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public bool HasWallrun{
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get{ return hasWallrun; }
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set{ hasWallrun = value; }
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}
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//If The Player Has Nitro
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private bool hasNitro = false;
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public bool HasNitro{
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get{ return hasNitro; }
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set{ hasNitro = value; }
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}
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//If The Player Has Dash
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private bool hasDash = false;
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public bool HasDash{
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get{ return hasDash; }
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set{ hasDash = value; }
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}
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private int playerPoints = 15;
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public int PlayerPoints{
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get{ return playerPoints; }
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set{ playerPoints = value; }
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}
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// void Update(){
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// VariableValidation();
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// }
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// void VariableValidation(){
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// Debug.Assert((playerPoints != null && playerPoints > 0), "Not valid value");
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// }
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}
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