Compare commits
11
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0380aab750 | ||
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class CameraController : MonoBehaviour
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{
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pivot.position = player.position;
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pivot.parent = null;
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void LateUpdate(){
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float camX = Input.GetAxisRaw("Mouse X") * rotateSpeed;
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pivot.Rotate(0, camX, 0);
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float camY = Input.GetAxisRaw("Mouse Y") * rotateSpeed;
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float camX = 0;
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float camY = 0;
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if(!PauseMenu.GameIsPaused)
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{
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camX = Input.GetAxisRaw("Mouse X") * rotateSpeed;
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camY = Input.GetAxisRaw("Mouse Y") * rotateSpeed;
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}
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pivot.Rotate(0, camX, 0);
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if (invertY){
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pivot.Rotate(camY, 0, 0);
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} else {
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pivot.Rotate(-camY, 0, 0);
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}
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if(Input.GetKey(KeyCode.LeftShift))
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{
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player.Rotate(0, camX, 0);
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pivot.Rotate(0, 0, 0);
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}
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if(pivot.rotation.eulerAngles.x > maxViewAngle && pivot.rotation.eulerAngles.x < 180f)
|
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{
|
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pivot.rotation = Quaternion.Euler(maxViewAngle, 0, 0);
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pivot.rotation = Quaternion.Euler(maxViewAngle, pivot.rotation.eulerAngles.y, pivot.rotation.eulerAngles.z);
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}
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if(pivot.rotation.eulerAngles.x > 180f && pivot.rotation.eulerAngles.x < (360 + minViewAngle))
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{
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pivot.rotation = Quaternion.Euler(minViewAngle, 0, 0);
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pivot.rotation = Quaternion.Euler(minViewAngle, pivot.rotation.eulerAngles.y, pivot.rotation.eulerAngles.z);
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}
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float camZ = Input.GetAxisRaw("Mouse ScrollWheel");
|
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float angleY = pivot.eulerAngles.y;
|
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float angleX = pivot.eulerAngles.x;
|
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/* Code to force the camera behind the player
|
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if(Input.GetKey(KeyCode.LeftShift))
|
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{
|
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angleY = player.eulerAngles.y;
|
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angleX = player.eulerAngles.x;
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} */
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float cameraAngle = transform.eulerAngles.y;
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Quaternion rotation = Quaternion.Euler(angleX, angleY, 0);
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@@ -0,0 +1,20 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
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using UnityEngine.SceneManagement;
|
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|
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public class MainMenu : MonoBehaviour
|
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{
|
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|
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public void PlayGame()
|
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{
|
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SceneManager.LoadScene("Hub World", LoadSceneMode.Single);
|
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}
|
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|
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public void QuitGame()
|
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{
|
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Application.Quit();
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class PauseMenu : MonoBehaviour
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{
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public static bool GameIsPaused = false;
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public GameObject pauseMenuUI;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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if(Input.GetButtonDown("Pause"))
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{
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if(GameIsPaused)
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{
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Resume();
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Cursor.visible = !Cursor.visible;
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Cursor.lockState = CursorLockMode.Locked;
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} else {
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Pause();
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Cursor.visible = Cursor.visible;
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Cursor.lockState = CursorLockMode.None;
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}
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}
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}
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public void Resume()
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{
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pauseMenuUI.SetActive(false);
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Time.timeScale = 1f;
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GameIsPaused = false;
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Cursor.visible = !Cursor.visible;
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Cursor.lockState = CursorLockMode.Locked;
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}
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void Pause()
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{
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pauseMenuUI.SetActive(true);
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Time.timeScale = 0f;
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GameIsPaused = true;
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Cursor.visible = Cursor.visible;
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Cursor.lockState = CursorLockMode.None;
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}
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public void LoadHubWorld()
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{
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Time.timeScale = 1f;
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GameIsPaused = false;
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SceneManager.LoadScene("Hub World", LoadSceneMode.Single);
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Cursor.visible = !Cursor.visible;
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Cursor.lockState = CursorLockMode.Locked;
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}
|
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public void LoadMenu()
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{
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Time.timeScale = 1f;
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GameIsPaused = false;
|
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SceneManager.LoadScene("Main Menu", LoadSceneMode.Single);
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}
|
||||
|
||||
public void Quit()
|
||||
{
|
||||
|
||||
Application.Quit();
|
||||
Debug.Log("QUIT");
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c6b30107c3524640ba48d3bc77c7126
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -60,6 +60,9 @@ public class PlayerController : MonoBehaviour
|
||||
capsuleHeight = capsule.height;
|
||||
maxSpeedStore = maxSpeed;
|
||||
accelerationStore = acceleration;
|
||||
|
||||
Cursor.visible = !Cursor.visible;
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
void OnControllerColliderHit(ControllerColliderHit hit)
|
||||
@@ -80,13 +83,27 @@ public class PlayerController : MonoBehaviour
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -146,7 +163,7 @@ public class PlayerController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
if(Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f)
|
||||
if((Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f) && !PauseMenu.GameIsPaused)
|
||||
{
|
||||
|
||||
characterController.height /= 2;
|
||||
@@ -155,18 +172,16 @@ public class PlayerController : MonoBehaviour
|
||||
|
||||
if(Input.GetButtonDown("Crouch") || Input.GetAxis("Crouch") == 1.0f)
|
||||
{
|
||||
if((Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0))
|
||||
if((Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0) && !sliding)
|
||||
{
|
||||
sliding = true;
|
||||
slideTime = Time.time;
|
||||
} else {
|
||||
sliding = false;
|
||||
}
|
||||
sliding = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(slideTime + halfSec >= Time.time && sliding == true)
|
||||
if(slideTime + halfSec > Time.time)
|
||||
{
|
||||
|
||||
|
||||
if(maxSpeed < maxSpeedStore*2)
|
||||
{
|
||||
maxSpeed += acceleration*2;
|
||||
@@ -178,10 +193,10 @@ public class PlayerController : MonoBehaviour
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
|
||||
if(maxSpeed > maxSpeedStore/4)
|
||||
{
|
||||
maxSpeed -= acceleration;
|
||||
maxSpeed -= acceleration*2;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -197,7 +212,7 @@ public class PlayerController : MonoBehaviour
|
||||
} else {
|
||||
slideTime = Time.time;
|
||||
|
||||
if(Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f)
|
||||
if((Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f) && !PauseMenu.GameIsPaused)
|
||||
{
|
||||
|
||||
characterController.height /= 2;
|
||||
@@ -220,8 +235,6 @@ public class PlayerController : MonoBehaviour
|
||||
if(dive == 1){
|
||||
maxSpeed += 10;
|
||||
}
|
||||
sliding = true;
|
||||
slideTime = Time.time;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SettingsMenu : MonoBehaviour
|
||||
{
|
||||
|
||||
public AudioMixer audioMixer;
|
||||
public Dropdown resolutionDropdown;
|
||||
|
||||
Resolution[] resolutions;
|
||||
|
||||
void Start()
|
||||
{
|
||||
resolutions = Screen.resolutions;
|
||||
|
||||
resolutionDropdown.ClearOptions();
|
||||
|
||||
List<string> options = new List<string>();
|
||||
|
||||
int currentResolutionIndex = 0;
|
||||
|
||||
for(int i = 0; i < resolutions.Length; i++)
|
||||
{
|
||||
string option = resolutions[i].width + " x " + resolutions[i].height;
|
||||
options.Add(option);
|
||||
|
||||
if(resolutions[i].width == Screen.currentResolution.width &&
|
||||
resolutions[i].height == Screen.currentResolution.height)
|
||||
{
|
||||
currentResolutionIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
resolutionDropdown.AddOptions(options);
|
||||
resolutionDropdown.value = currentResolutionIndex;
|
||||
resolutionDropdown.RefreshShownValue();
|
||||
}
|
||||
|
||||
public void SetResolution(int resolutionIndex)
|
||||
{
|
||||
Resolution resolution = resolutions[resolutionIndex];
|
||||
Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
|
||||
}
|
||||
|
||||
public void SetVolume(float volume)
|
||||
{
|
||||
audioMixer.SetFloat("Volume", volume);
|
||||
}
|
||||
|
||||
public void SetQuality(int qualityIndex)
|
||||
{
|
||||
QualitySettings.SetQualityLevel(qualityIndex);
|
||||
}
|
||||
|
||||
public void setFullscreen(bool isFullscreen)
|
||||
{
|
||||
Screen.fullScreen = isFullscreen;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: efad3536a8763914ca8ca098152f6b69
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,35 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ec20ff07b99aab4d93f5e1c41a819dc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,150 @@
|
||||
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));
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4737a90d1ccf9b44382a5f049c1c9f9a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f54d1bd14bd3ca042bd867b519fee8cc
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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||||
guid: 8e7e8f5a82a3a134e91c54efd2274ea9
|
||||
folderAsset: yes
|
||||
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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||||
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|
||||
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externalObjects: {}
|
||||
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@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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||||
guid: ce51c8e33b734b4db6086586558c53a3
|
||||
folderAsset: yes
|
||||
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|
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||||
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||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b63e0053080646b9819789bf3bf9fa17
|
||||
folderAsset: yes
|
||||
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|
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userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,93 @@
|
||||
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
|
||||
with Reserved Font Name Anton.
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user