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public int escalation; + public int escalation = 1; public GameObject player; public PlayerController script; public GameObject[] obstacleList; private int selection = 0; + void Awake() + { + script.respawnTime = Time.time; + } + // Start is called before the first frame update void Start() { @@ -82,13 +87,13 @@ public class FloorLevel : MonoBehaviour 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); + 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, 4, 50*j), Quaternion.identity); + 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, 5, -50*j), Quaternion.identity); + Instantiate(obstacleList[selection], new Vector3(50*i, 2, -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); diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 8f5a041..41384c1 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -45,7 +45,7 @@ public class PlayerController : MonoBehaviour float slideTime = 0.0f; float wallRunTime = 0.0f; - float respawnTime = 1.0f; + public float respawnTime = 0.0f; float oneSec = 1.0f; float halfSec = 0.5f; float quarterSec = 0.25f; @@ -81,6 +81,12 @@ public class PlayerController : MonoBehaviour finished = true; respawnTime = Time.time; } + + if(hit.gameObject.tag == "Obstacle Portal") + { + SceneManager.LoadScene("Floor Level", LoadSceneMode.Single); + respawnTime = Time.time; + } } @@ -290,6 +296,8 @@ public class PlayerController : MonoBehaviour velocity.z = velocity.z * Mathf.Abs(moveDirection.y); } + Debug.Log(transform.position); + // Move the controller if((finished == false || respawn == false) && respawnTime + tenthSec < Time.time) { diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 3948ad7..0026d2f 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -7,6 +7,10 @@ TagManager: - Environment - Wall - Obstacle + - Obstacle Portal + - Waypoint Portal + - Infinite Portal + - Waypoint layers: - Default - TransparentFX