Endgame sets, regen & movement speed balance
- added 2 end game sets (mage and vampire) - updated player health and mana regens (greatly decreased, mostly endgame ridiculous scaling) - updated movement speed modifier and caps (greatly decreased, mostrly endgame ridiculous scaling)
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@ -9,6 +9,8 @@ public class MovementSpeedModifierEffectInstance : StatusEffectInstance
|
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private NavMeshAgent navMeshAgent;
|
private NavMeshAgent navMeshAgent;
|
||||||
|
|
||||||
private float baseSpeed;
|
private float baseSpeed;
|
||||||
|
private float baseTurnSpeed;
|
||||||
|
private float baseAcceleration;
|
||||||
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|
||||||
protected override void Awake()
|
protected override void Awake()
|
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{
|
{
|
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@ -17,12 +19,22 @@ public class MovementSpeedModifierEffectInstance : StatusEffectInstance
|
|||||||
|
|
||||||
|
|
||||||
baseSpeed = navMeshAgent.speed;
|
baseSpeed = navMeshAgent.speed;
|
||||||
|
baseTurnSpeed = navMeshAgent.angularSpeed;
|
||||||
|
baseAcceleration = navMeshAgent.acceleration;
|
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}
|
}
|
||||||
|
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||||||
public float ModifyMovementSpeed()
|
public float ModifyMovementSpeed()
|
||||||
{
|
{
|
||||||
return baseSpeed * (1 + currentSpeedModifierPercent);
|
return baseSpeed * (1 + currentSpeedModifierPercent);
|
||||||
}
|
}
|
||||||
|
public float ModifyTurnSpeed()
|
||||||
|
{
|
||||||
|
return baseTurnSpeed * (1 + currentSpeedModifierPercent);
|
||||||
|
}
|
||||||
|
public float ModifyAcceleration()
|
||||||
|
{
|
||||||
|
return baseAcceleration * (1 + currentSpeedModifierPercent);
|
||||||
|
}
|
||||||
|
|
||||||
public float GetHighestAmount(float value)
|
public float GetHighestAmount(float value)
|
||||||
{
|
{
|
||||||
@ -85,6 +97,11 @@ public class MovementSpeedModifierEffectInstance : StatusEffectInstance
|
|||||||
if (navMeshAgent != null)
|
if (navMeshAgent != null)
|
||||||
{
|
{
|
||||||
navMeshAgent.speed = ModifyMovementSpeed();
|
navMeshAgent.speed = ModifyMovementSpeed();
|
||||||
|
navMeshAgent.speed = Mathf.Clamp(navMeshAgent.speed, baseSpeed, GameConstants.CharacterBalancing.MovementSpeedCap);
|
||||||
|
navMeshAgent.angularSpeed = ModifyTurnSpeed();
|
||||||
|
navMeshAgent.angularSpeed = Mathf.Clamp(navMeshAgent.angularSpeed, baseTurnSpeed, baseTurnSpeed * (1 + GameConstants.CharacterBalancing.PercentAngularSpeedCap));
|
||||||
|
navMeshAgent.acceleration = ModifyAcceleration();
|
||||||
|
navMeshAgent.acceleration = Mathf.Clamp(navMeshAgent.acceleration, baseAcceleration, baseAcceleration * (1 + GameConstants.CharacterBalancing.PercentAccelerationCap));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -13,6 +13,9 @@ public class MusicFader : MonoBehaviour
|
|||||||
|
|
||||||
private Coroutine fadeCoroutine;
|
private Coroutine fadeCoroutine;
|
||||||
private AudioClip currentClip;
|
private AudioClip currentClip;
|
||||||
|
|
||||||
|
float startingMaxVolume;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
OnNewSceneLoaded_AudioRequest_AudioEvent.Response.AddListener(FadeOutAndIntoNewMusic);
|
OnNewSceneLoaded_AudioRequest_AudioEvent.Response.AddListener(FadeOutAndIntoNewMusic);
|
||||||
@ -25,12 +28,13 @@ public class MusicFader : MonoBehaviour
|
|||||||
audioSource = GetComponent<AudioSource>();
|
audioSource = GetComponent<AudioSource>();
|
||||||
}
|
}
|
||||||
audioSource.loop = true;
|
audioSource.loop = true;
|
||||||
|
startingMaxVolume = audioSource.volume;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void FadeIn(Action callback = null)
|
public void FadeIn(Action callback = null)
|
||||||
{
|
{
|
||||||
StopFade();
|
StopFade();
|
||||||
fadeCoroutine = StartCoroutine(FadeCoroutine(0f, 1f, callback));
|
fadeCoroutine = StartCoroutine(FadeCoroutine(0f, startingMaxVolume, callback));
|
||||||
}
|
}
|
||||||
|
|
||||||
public void FadeOut(Action callback = null)
|
public void FadeOut(Action callback = null)
|
||||||
|
@ -87,6 +87,10 @@ public static class GameConstants
|
|||||||
public const float ReviveHealthPercent = 0.5f;
|
public const float ReviveHealthPercent = 0.5f;
|
||||||
|
|
||||||
public const float PercentageStatScaleForMinions = 0.8f;
|
public const float PercentageStatScaleForMinions = 0.8f;
|
||||||
|
|
||||||
|
public const float MovementSpeedCap = 15f;
|
||||||
|
public const float PercentAngularSpeedCap = 1f;
|
||||||
|
public const float PercentAccelerationCap = 1f;
|
||||||
}
|
}
|
||||||
public static class GameBalancing
|
public static class GameBalancing
|
||||||
{
|
{
|
||||||
|
@ -163,7 +163,7 @@ public class Health : Resource
|
|||||||
public void CalculateRegenValueBasedOnStat()
|
public void CalculateRegenValueBasedOnStat()
|
||||||
{
|
{
|
||||||
flatRegen = baseFlatRegen + (character.Strength.Value - character.Strength.BaseValue) * GameConstants.CharacterBalancing.BonusStrengthToFlatRegenRate;
|
flatRegen = baseFlatRegen + (character.Strength.Value - character.Strength.BaseValue) * GameConstants.CharacterBalancing.BonusStrengthToFlatRegenRate;
|
||||||
percentRegen = (character.Vitality.Value - character.Vitality.BaseValue) * GameConstants.CharacterBalancing.BonusVitalityToPercentRegenRate;
|
//percentRegen = (character.Vitality.Value - character.Vitality.BaseValue) * GameConstants.CharacterBalancing.BonusVitalityToPercentRegenRate;
|
||||||
|
|
||||||
//Debug.Log(this.gameObject.name + " regens health " + flatRegen + " " + percentRegen + " = " + flatRegen + (maxValue * percentRegen / 100f));
|
//Debug.Log(this.gameObject.name + " regens health " + flatRegen + " " + percentRegen + " = " + flatRegen + (maxValue * percentRegen / 100f));
|
||||||
}
|
}
|
||||||
|
@ -96,7 +96,7 @@ public class Mana : Resource
|
|||||||
public void CalculateRegenValueBasedOnStat()
|
public void CalculateRegenValueBasedOnStat()
|
||||||
{
|
{
|
||||||
flatRegen = baseFlatRegen + (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToFlatRegenRate;
|
flatRegen = baseFlatRegen + (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToFlatRegenRate;
|
||||||
percentRegen = (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToPercentRegenRate;
|
//percentRegen = (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToPercentRegenRate;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void SetMaxValue(float value)
|
public override void SetMaxValue(float value)
|
||||||
|
@ -94,7 +94,7 @@ Material:
|
|||||||
- _Mode: 0
|
- _Mode: 0
|
||||||
- _OcclusionStrength: 1
|
- _OcclusionStrength: 1
|
||||||
- _Parallax: 0.02
|
- _Parallax: 0.02
|
||||||
- _Rotation: 6.1350255
|
- _Rotation: 6.526123
|
||||||
- _SmoothnessTextureChannel: 0
|
- _SmoothnessTextureChannel: 0
|
||||||
- _SpecularHighlights: 1
|
- _SpecularHighlights: 1
|
||||||
- _SrcBlend: 1
|
- _SrcBlend: 1
|
||||||
|
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Reference in New Issue
Block a user