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+fileFormatVersion: 2 +guid: 1677949d058a3674f9e975f034bdb9a5 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scenes/Test Scene.unity b/Assets/Scenes/Hub World.unity similarity index 99% rename from Assets/Scenes/Test Scene.unity rename to Assets/Scenes/Hub World.unity index 885a894..0d6369a 100644 --- a/Assets/Scenes/Test Scene.unity +++ b/Assets/Scenes/Hub World.unity @@ -1284,6 +1284,9 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 83127dd120c01de45954b99cc4d669a5, type: 3} m_Name: m_EditorClassIdentifier: + finished: 0 + respawn: 0 + lives: 3 maxSpeed: 25 acceleration: 0.5 friction: 0.1 diff --git a/Assets/Scenes/Test Scene.unity.meta b/Assets/Scenes/Hub World.unity.meta similarity index 100% rename from Assets/Scenes/Test Scene.unity.meta rename to Assets/Scenes/Hub World.unity.meta diff --git a/Assets/Scripts/FloorLevel.cs b/Assets/Scripts/FloorLevel.cs new file mode 100644 index 0000000..4ab2a09 --- /dev/null +++ b/Assets/Scripts/FloorLevel.cs @@ -0,0 +1,105 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +[System.Serializable] + +public class FloorLevel : MonoBehaviour +{ + + public int escalation; + public GameObject player; + public PlayerController script; + public GameObject[] obstacleList; + + private int selection = 0; + + // Start is called before the first frame update + void Start() + { + + script = player.GetComponent(); + escalation = 1; + script.lives = 3; + script.finished = false; + respawn(); + script.pivot.transform.Rotate(0.0f, 225.0f, 0.0f, Space.Self); + levelBuild(); + + } + + void Update() + { + + if(script.finished == true) + { + + escalation++; + respawn(); + levelBuild(); + + } + + if(script.respawn == true) + { + respawn(); + script.lives--; + script.respawn = false; + } + + if(script.lives == 0) + { + + script.lives = -1; + SceneManager.LoadScene("Hub World", LoadSceneMode.Single); + + } + + } + + void respawn() + { + + script.transform.position = new Vector3((50*escalation)+100, 2, (50*escalation)+100); + script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self); + + } + + void levelBuild() + { + + GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment"); + foreach (GameObject target in oldObjects) { + GameObject.Destroy(target); + } + + Destroy(GameObject.FindWithTag("Finish")); + + for(int i = 1; i <= escalation; i++){ + for(int j = 1; j <= escalation; j++){ + selection = Random.Range(2, obstacleList.Length); + Instantiate(obstacleList[selection], new Vector3(50*i, 2, 50*j), Quaternion.identity); + + selection = Random.Range(2, obstacleList.Length); + Instantiate(obstacleList[selection], new Vector3(-50*i, 3, -50*j), Quaternion.identity); + + selection = Random.Range(2, obstacleList.Length); + Instantiate(obstacleList[selection], new Vector3(-50*i, 4, 50*j), Quaternion.identity); + + selection = Random.Range(2, obstacleList.Length); + Instantiate(obstacleList[selection], new Vector3(50*i, 5, -50*j), Quaternion.identity); + + script.transform.position = new Vector3((50*escalation)+100, 2, (50*escalation)+100); + script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self); + } + + } + + Instantiate(obstacleList[0], new Vector3((50*escalation)+100, 0, (50*escalation)+100), Quaternion.identity); + Instantiate(obstacleList[1], new Vector3(-((50*escalation)+100), 0, -((50*escalation)+100)), Quaternion.identity); + + script.finished = false; + } + +} diff --git a/Assets/Scripts/FloorLevel.cs.meta b/Assets/Scripts/FloorLevel.cs.meta new file mode 100644 index 0000000..276bf2b --- /dev/null +++ b/Assets/Scripts/FloorLevel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7e52a505534642144b4f939196badbab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 83bcc38..8f5a041 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -1,4 +1,5 @@ using UnityEngine; +using UnityEngine.SceneManagement; using System.Collections; // This script moves the character controller forward @@ -12,6 +13,9 @@ public class PlayerController : MonoBehaviour CharacterController characterController; CapsuleCollider capsule; + public bool finished = false; + public bool respawn = false; + public int lives = 3; public float maxSpeed; public float acceleration; public float friction; @@ -41,9 +45,11 @@ public class PlayerController : MonoBehaviour float slideTime = 0.0f; float wallRunTime = 0.0f; + float respawnTime = 1.0f; float oneSec = 1.0f; float halfSec = 0.5f; float quarterSec = 0.25f; + float tenthSec = 0.1f; void Start() { @@ -64,6 +70,17 @@ public class PlayerController : MonoBehaviour wallRunning = true; wall++; } + + if(hit.gameObject.tag == "Finish") + { + + velocity = new Vector3(0,0,0); + moveDirection = new Vector3(0,0,0); + maxSpeed = 0; + + finished = true; + respawnTime = Time.time; + } } @@ -76,6 +93,20 @@ public class PlayerController : MonoBehaviour moveDirection = Vector3.ClampMagnitude(moveDirection, 1.0f); moveDirection.y = yStore; + if(transform.position.y < -20.0f) + { + + respawn = true; + respawnTime = Time.time; + + if (SceneManager.GetActiveScene().name == "Hub World") + { + transform.position = new Vector3(0, 2, 0); + transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self); + } + + } + if (jump >= 2) { if(maxSpeed > maxSpeedStore/1.5f) @@ -253,8 +284,6 @@ public class PlayerController : MonoBehaviour velocity.y = moveDirection.y; - Debug.Log(moveDirection.y+"\n"); - if(moveDirection.y <= -5 && Mathf.Abs(velocity.x) <= 1.5f && Mathf.Abs(velocity.z) <= 1.5f) { velocity.x = velocity.x * Mathf.Abs(moveDirection.y); @@ -262,7 +291,11 @@ public class PlayerController : MonoBehaviour } // Move the controller - characterController.Move(velocity * Time.deltaTime); + if((finished == false || respawn == false) && respawnTime + tenthSec < Time.time) + { + characterController.Move(velocity * Time.deltaTime); + respawn = false; + } //Move the player in different directions based on camera look direction if(Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0) diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 7545818..49a8671 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -6,8 +6,11 @@ EditorBuildSettings: serializedVersion: 2 m_Scenes: - enabled: 1 - path: Assets/Scenes/Test Scene.unity + path: Assets/Scenes/Hub World.unity guid: 9fc0d4010bbf28b4594072e72b8655ab + - enabled: 1 + path: Assets/Scenes/Floor Level.unity + guid: 1677949d058a3674f9e975f034bdb9a5 m_configObjects: com.unity.input.settings: {fileID: 11400000, guid: 5dbe934aa009ccc4591ccf96f49a3d48, type: 2} diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 3d6800d..3948ad7 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -6,6 +6,7 @@ TagManager: tags: - Environment - Wall + - Obstacle layers: - Default - TransparentFX