TheKingsRace/Assets/Scripts/PlayerScripts/PlayerStats.cs
Melbyj1125 702bb555f0 Implemented Item Scripts into objects
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
2021-10-25 03:38:56 -05:00

136 lines
3.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
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; }
}
//If The Player Has Nitro
private bool hasNitro = false;
public bool HasNitro{
get{ return hasNitro; }
set{ hasNitro = value; }
}
//If The Player Has Dash
private bool hasDash = false;
public bool HasDash{
get{ return hasDash; }
set{ hasDash = value; }
}
private int playerPoints = 15;
public int PlayerPoints{
get{ return playerPoints; }
set{ playerPoints = value; }
}
// void Update(){
// VariableValidation();
// }
// void VariableValidation(){
// Debug.Assert((playerPoints != null && playerPoints > 0), "Not valid value");
// }
}