TheKingsRace/Assets/Scripts/PlayerScripts/PlayerStats.cs
Melbyj1125 11691ec8d9 Modified Movement and Stat scripts
Added getters and setters for all stats
stats effect movement script
improved movement to feel smoother overall
added mouse controlled camera
2021-10-04 05:32:56 -05:00

106 lines
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerStats : MonoBehaviour
{
//Maximum possible player speed
private float maxVel;
public float MaxVel{
get{ return maxVel; }
set{ maxVel = value; }
}
//Minimum possible player speed
private float minVel;
public float MinVel{
get{ return minVel; }
set{ minVel = value; }
}
//Current player speed
private float curVel;
public float CurVel{
get{ return curVel; }
set{ curVel = value; }
}
//Player Jump power
private float acc;
public float Acc{
get{ return acc; }
set{ acc = value; }
}
//Player Jump power
private float jumpPow;
public float JumpPow{
get{ return jumpPow; }
set{ jumpPow = value; }
}
//Players Number of Jumps
private int jumpNum;
public int JumpNum{
get{ return jumpNum; }
set{ jumpNum = value; }
}
//Player Traction
private float traction;
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;
public float PlayerGrav{
get{ return playerGrav; }
set{ playerGrav = value; }
}
//If The Player Has Blink
private bool hasBlink;
public bool HasBlink{
get{ return hasBlink; }
set{ hasBlink = value; }
}
//If The Player Has Glider
private bool hasGlider;
public bool HasGlider{
get{ return hasGlider; }
set{ hasGlider = value; }
}
//If The Player Has Grapple
private bool hasGrapple;
public bool HasGrapple{
get{ return hasGrapple; }
set{ hasGrapple = value; }
}
//If The Player Has Wallrun
private bool hasWallrun;
public bool HasWallrun{
get{ return hasWallrun; }
set{ hasWallrun = value; }
}
}