added stamina debug options, improved stamina behaviour, changes to flask animation
This commit is contained in:
@@ -106951,6 +106951,8 @@ MonoBehaviour:
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menuScroll: {fileID: 0}
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sceneDependantFaithRegenMultiplier: 1
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faithRegenMultiplier: 1
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staminaBaseMaxValue: 200
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staminaBaseRegenValue: 1.2
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--- !u!114 &9202663234468024490
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m_ObjectHideFlags: 0
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@@ -40970,9 +40970,6 @@ AnimatorStateMachine:
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m_EntryTransitions: []
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second: []
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@@ -41053,10 +41050,13 @@ AnimatorStateMachine:
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second:
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second:
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m_StateMachineBehaviours: []
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m_EntryPosition: {x: -20, y: 700, z: 0}
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--- !u!1107 &1107518706049135160
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propertyPath: staminaBaseMaxValue
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value: 0.6
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propertyPath: m_Layer
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@@ -19430,10 +19440,20 @@ PrefabInstance:
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propertyPath: m_IsActive
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value: 1
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- target: {fileID: 4704300330561169846, guid: 851e8e61247888340bdec90fc8aa37f5,
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type: 3}
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propertyPath: maxStamina
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value: 100
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propertyPath: staminaRecovery
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value: 0.6
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@@ -21392,7 +21412,9 @@ MonoBehaviour:
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m_sunLight: {fileID: 1976683114}
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m_moonLight: {fileID: 0}
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WeatherPresent: 0
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WeatherSystem: {fileID: 0}
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m_sunLightExists: 1
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m_moonLightExists: 0
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--- !u!4 &1013064392
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Transform:
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m_ObjectHideFlags: 10
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@@ -25855,6 +25877,8 @@ MonoBehaviour:
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x: 250
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y: 250
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z: 250
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m_allFloatingPointFixMembers: []
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m_allWorldSpaceParticleSystems: []
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m_originTargetTileX: 0
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m_originTargetTileZ: 0
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m_terrainUnloadMemoryTreshold: 4294967296
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@@ -206,7 +206,9 @@ namespace Beyond
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private float healthBaseMaxValue = 200;
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private float healthBaseRegenValue = 0f;
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[SerializeField]
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private float staminaBaseMaxValue = 200;
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[SerializeField]
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private float staminaBaseRegenValue = 1.2f;
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private float faithBaseMaxValue = 100f;
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@@ -18,7 +18,9 @@ public partial class SROptions
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private bool m_fastRunning = false;
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private bool m_damageBooster;
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private bool m_immortal = false;
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// --- STAMINA SETTINGS ---
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private float m_staminaRegen = 0.6f; // Default Invector Value
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private float m_maxStamina = 100f; // Default Invector Value
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private Quest m_currentQuest;
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[Category("Build")]
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@@ -157,6 +159,87 @@ public partial class SROptions
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}
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}
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[Category("Stats")]
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[DisplayName("Stamina Regen Rate")]
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[Increment(0.1f)] // Optional attribute for SRDebugger slider/buttons
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public float StaminaRegen
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{
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get
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{
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if (Player.Instance && Player.Instance.ThirdPersonController)
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{
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return Player.Instance.ThirdPersonController.staminaRecovery;
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}
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return m_staminaRegen;
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}
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set
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{
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m_staminaRegen = value;
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if (Player.Instance && Player.Instance.ThirdPersonController)
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{
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Player.Instance.ThirdPersonController.staminaRecovery = value;
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}
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}
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}
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[Category("Stats")]
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[DisplayName("Max Stamina")]
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[Increment(10f)]
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public float MaxStamina
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{
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get
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{
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if (Player.Instance && Player.Instance.ThirdPersonController)
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{
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return Player.Instance.ThirdPersonController.maxStamina;
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}
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return m_maxStamina;
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}
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set
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{
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m_maxStamina = value;
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if (Player.Instance && Player.Instance.ThirdPersonController)
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{
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// Set the Max value
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Player.Instance.ThirdPersonController.maxStamina = value;
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// Optional: Refill current stamina so you see the bar grow immediately
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// Player.Instance.ThirdPersonController.currentStamina = value;
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}
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}
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}
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[Category("Stats")]
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[DisplayName("Roll Stamina Cost")]
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[Increment(5f)] // Allows changing values by 5 in the debugger
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public float RollStaminaCost
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{
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get
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{
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if (Player.Instance && Player.Instance.ThirdPersonController)
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{
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return Player.Instance.ThirdPersonController.rollStamina;
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}
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return 20f; // Return a safe default if player isn't found
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}
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set
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{
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if (Player.Instance && Player.Instance.ThirdPersonController)
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{
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Player.Instance.ThirdPersonController.rollStamina = value;
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}
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}
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}
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[Category("Stats")]
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public void ResetStaminaDefaults()
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{
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StaminaRegen = 0.6f;
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MaxStamina = 100f;
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}
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[Category("Save")]
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public void SaveGame()
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{
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Reference in New Issue
Block a user