Aside from one issue with the waypoint the waypoint race scene is working as intended

This commit is contained in:
Gregory Campbell
2020-01-14 22:01:39 -05:00
parent 9e71153754
commit 11d9698aad
11 changed files with 1097 additions and 17 deletions
+14 -14
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finished = true;
respawnTime = Time.time;
}
}
if(hit.gameObject.tag == "Waypoint")
{
finished = true;
respawnTime = Time.time;
}
if(hit.gameObject.tag == "Obstacle Portal")
{
SceneManager.LoadScene("Floor Level", LoadSceneMode.Single);
respawnTime = Time.time;
}
if(hit.gameObject.tag == "Waypoint Portal")
{
SceneManager.LoadScene("Waypoint Race", LoadSceneMode.Single);
respawnTime = Time.time;
}
}
+35
View File
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Waypoint : MonoBehaviour
{
public bool isGrounded;
// Start is called before the first frame update
void Start()
{
isGrounded = false;
}
// Update is called once per frame
void Update()
{
isGrounded = grounded();
Debug.Log(isGrounded);
}
bool grounded()
{
RaycastHit hit;
if(Physics.Raycast(transform.position, transform.TransformDirection(Vector3.down), out hit, 1.0f))
{
return true;
}
return false;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
[System.Serializable]
public class WaypointRace : MonoBehaviour
{
public int size = 1;
public int level = 1;
public int completionTime = 120;
public float countdown = 0;
public GameObject player;
public PlayerController script;
public GameObject waypoint;
public Waypoint groundedScript;
public GameObject[] obstacleList;
private int selection = 0;
RaycastHit hit;
void Awake()
{
script.respawnTime = Time.time;
}
// Start is called before the first frame update
void Start()
{
script = player.GetComponent<PlayerController>();
size = 2;
script.finished = false;
respawn();
script.pivot.transform.Rotate(0.0f, 225.0f, 0.0f, Space.Self);
levelBuild();
waypointPlacement();
countdown = Time.time;
}
void Update()
{
if(script.finished == true)
{
waypointPlacement();
level++;
if(level > 3)
{
size++;
script.respawn = true;
script.respawnTime = Time.time + 0.25f;
countdown = Time.time;
completionTime = 120 * size;
levelBuild();
level = 1;
}
script.finished = false;
}
if(script.respawn == true)
{
respawn();
script.respawn = false;
}
if(countdown + completionTime < Time.time)
{
SceneManager.LoadScene("Hub World", LoadSceneMode.Single);
}
}
void respawn()
{
script.transform.position = new Vector3(0, 2, 0);
}
void levelBuild()
{
GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment");
foreach (GameObject target in oldObjects) {
GameObject.Destroy(target);
}
oldObjects = GameObject.FindGameObjectsWithTag("Wall");
foreach (GameObject target in oldObjects) {
GameObject.Destroy(target);
}
for(int i = 0; i < size; i++){
for(int j = 0; j < size; j++){
selection = Random.Range(0, obstacleList.Length);
if(Random.Range(0, 5) == 0 || (i == 0 && j == 0 && i == j))
{
Instantiate(obstacleList[0], new Vector3(100*i+50, 0, 100*j+50), Quaternion.identity);
} else {
Instantiate(obstacleList[selection], new Vector3(100*i+50, 0, 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
selection = Random.Range(0, obstacleList.Length);
if(Random.Range(0, 5) == 0 || (i == 0 && j == 0 && i == j))
{
Instantiate(obstacleList[0], new Vector3(-100*i-50, 0, -100*j-50), Quaternion.identity);
} else {
Instantiate(obstacleList[selection], new Vector3(-100*i-50, 0, -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
selection = Random.Range(0, obstacleList.Length);
if(Random.Range(0, 5) == 0 || (i == 0 && j == 0 && i == j))
{
Instantiate(obstacleList[0], new Vector3(100*i+50, 0, -100*j-50), Quaternion.identity);
} else {
Instantiate(obstacleList[selection], new Vector3(100*i+50, 0, -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
selection = Random.Range(0, obstacleList.Length);
if(Random.Range(0, 5) == 0 || (i == 0 && j == 0 && i == j))
{
Instantiate(obstacleList[0], new Vector3(-100*i-50, 0, 100*j+50), Quaternion.identity);
} else {
Instantiate(obstacleList[selection], new Vector3(-100*i-50, 0, 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
}
}
}
void waypointPlacement()
{
groundedScript.transform.position = new Vector3(
Random.Range(-100*size, 100*size), Random.Range(2, 10), Random.Range(-100*size, 100*size));
}
}
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