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fileFormatVersion: 2
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guid: 1677949d058a3674f9e975f034bdb9a5
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
@@ -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<PlayerController>();
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 7e52a505534642144b4f939196badbab
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
@@ -1,4 +1,5 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using System.Collections;
|
||||
|
||||
// This script moves the character controller forward
|
||||
@@ -10,68 +11,299 @@ using System.Collections;
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
CharacterController characterController;
|
||||
CapsuleCollider capsule;
|
||||
|
||||
public float speed = 20.0f;
|
||||
public float jumpSpeed = 15.0f;
|
||||
public float gravity = 5.0f;
|
||||
public float rotationSpeed = 150.0f;
|
||||
public bool finished = false;
|
||||
public bool respawn = false;
|
||||
public int lives = 3;
|
||||
public float maxSpeed;
|
||||
public float acceleration;
|
||||
public float friction;
|
||||
public float jumpHeight;
|
||||
public float gravity;
|
||||
public float rotationSpeed;
|
||||
public Transform pivot;
|
||||
public GameObject playerModel;
|
||||
|
||||
private bool extraJump = true;
|
||||
private bool wallRunning = false;
|
||||
private bool diving = false;
|
||||
private bool sliding = false;
|
||||
private int jump = 0;
|
||||
private int wall = 0;
|
||||
private int dive = 0;
|
||||
private float maxSpeedStore;
|
||||
private float maxSpeedCap = 100;
|
||||
private float accelerationStore;
|
||||
private float capsuleHeight;
|
||||
private float controllerHeight;
|
||||
private float transformHeight;
|
||||
private float xVelocity = 0.0f;
|
||||
private float zVelocity = 0.0f;
|
||||
private Vector3 moveDirection;
|
||||
private Vector3 velocity;
|
||||
private Vector3 gravityVelocity;
|
||||
|
||||
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()
|
||||
{
|
||||
characterController = GetComponent<CharacterController>();
|
||||
capsule = GetComponent<CapsuleCollider>();
|
||||
transformHeight = transform.localScale.y;
|
||||
controllerHeight = characterController.height;
|
||||
capsuleHeight = capsule.height;
|
||||
maxSpeedStore = maxSpeed;
|
||||
accelerationStore = acceleration;
|
||||
}
|
||||
|
||||
void OnControllerColliderHit(ControllerColliderHit hit)
|
||||
{
|
||||
|
||||
if(hit.gameObject.tag == "Wall")
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
float yStore = moveDirection.y;
|
||||
moveDirection = (transform.forward * Input.GetAxisRaw("Vertical")) + (transform.right * Input.GetAxisRaw("Horizontal"));
|
||||
moveDirection = new Vector3(Input.GetAxis("Horizontal"), moveDirection.y, Input.GetAxis("Vertical"));
|
||||
moveDirection = transform.TransformDirection(moveDirection);
|
||||
moveDirection = Vector3.ClampMagnitude(moveDirection, 1.0f);
|
||||
moveDirection.y = yStore;
|
||||
|
||||
//Player rotation
|
||||
transform.Rotate(0, Input.GetAxis("Horizontal") * Time.deltaTime * rotationSpeed, 0);
|
||||
if(transform.position.y < -20.0f)
|
||||
{
|
||||
|
||||
if (extraJump == true)
|
||||
respawn = true;
|
||||
respawnTime = Time.time;
|
||||
|
||||
if (SceneManager.GetActiveScene().name == "Hub World")
|
||||
{
|
||||
moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run
|
||||
} else
|
||||
{
|
||||
moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
|
||||
transform.position = new Vector3(0, 2, 0);
|
||||
transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
|
||||
}
|
||||
|
||||
moveDirection.y = yStore;
|
||||
}
|
||||
|
||||
if (jump >= 2)
|
||||
{
|
||||
if(maxSpeed > maxSpeedStore/1.5f)
|
||||
{
|
||||
maxSpeed -= acceleration;
|
||||
}
|
||||
}
|
||||
|
||||
if (characterController.isGrounded)
|
||||
{
|
||||
extraJump = true;
|
||||
diving = false;
|
||||
dive = 0;
|
||||
jump = 0;
|
||||
moveDirection.y = 0.0f;
|
||||
|
||||
if(Input.GetKey(KeyCode.LeftShift))
|
||||
if(maxSpeed > maxSpeedStore)
|
||||
{
|
||||
moveDirection = (moveDirection.normalized * speed/2);
|
||||
} else {
|
||||
moveDirection = moveDirection.normalized * speed;
|
||||
maxSpeed -= acceleration/5;
|
||||
}
|
||||
|
||||
if (Input.GetButtonDown("Jump"))
|
||||
if(maxSpeed < maxSpeedStore && !Input.GetButton("Walk") && !Input.GetButton("Crouch"))
|
||||
{
|
||||
moveDirection.y = jumpSpeed;
|
||||
maxSpeed += acceleration;
|
||||
}
|
||||
|
||||
if(Input.GetButton("Walk"))
|
||||
{
|
||||
if(maxSpeed > maxSpeedStore/2)
|
||||
{
|
||||
maxSpeed -= acceleration;
|
||||
}
|
||||
}
|
||||
|
||||
if(Input.GetButton("Crouch"))
|
||||
{
|
||||
|
||||
characterController.height /= 2;
|
||||
capsule.height /= 2;
|
||||
transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
|
||||
|
||||
if(Input.GetButtonDown("Crouch"))
|
||||
{
|
||||
if((Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0))
|
||||
{
|
||||
sliding = true;
|
||||
slideTime = Time.time;
|
||||
} else {
|
||||
sliding = false;
|
||||
}
|
||||
}
|
||||
|
||||
if(slideTime + halfSec >= Time.time && sliding == true)
|
||||
{
|
||||
|
||||
if(maxSpeed < maxSpeedStore*2)
|
||||
{
|
||||
maxSpeed += acceleration*2;
|
||||
}
|
||||
|
||||
if(Input.GetButton("Jump") && slideTime + quarterSec >= Time.time)
|
||||
{
|
||||
maxSpeed += 5;
|
||||
}
|
||||
|
||||
} else {
|
||||
if (Input.GetButtonDown("Jump") && extraJump == true)
|
||||
|
||||
if(maxSpeed > maxSpeedStore/4)
|
||||
{
|
||||
moveDirection.y = jumpSpeed;
|
||||
extraJump = false;
|
||||
maxSpeed -= acceleration;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
moveDirection.y = moveDirection.y + (Physics.gravity.y * gravity * Time.deltaTime);
|
||||
} else {
|
||||
|
||||
characterController.height = controllerHeight;
|
||||
capsule.height = capsuleHeight;
|
||||
transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
slideTime = Time.time;
|
||||
|
||||
if(Input.GetButton("Crouch"))
|
||||
{
|
||||
|
||||
characterController.height /= 2;
|
||||
capsule.height /= 2;
|
||||
transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
|
||||
diving = true;
|
||||
|
||||
} else {
|
||||
|
||||
characterController.height = controllerHeight;
|
||||
capsule.height = capsuleHeight;
|
||||
transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
|
||||
|
||||
}
|
||||
|
||||
//Might want to change move direction value to make triggering this speed up effect easier/harder
|
||||
if(diving && moveDirection.y > 0.75 && Input.GetButtonDown("Crouch"))
|
||||
{
|
||||
dive++;
|
||||
if(dive == 1){
|
||||
maxSpeed += 10;
|
||||
}
|
||||
sliding = true;
|
||||
slideTime = Time.time;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (Input.GetButtonDown("Jump") && jump <= 1)
|
||||
{
|
||||
moveDirection.y = jumpHeight;
|
||||
jump++;
|
||||
}
|
||||
|
||||
if (characterController.collisionFlags == CollisionFlags.None)
|
||||
{
|
||||
wallRunning = false;
|
||||
wall = 0;
|
||||
}
|
||||
|
||||
moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime;
|
||||
|
||||
if (wallRunning)
|
||||
{
|
||||
|
||||
if(maxSpeed < maxSpeedStore*1.5f)
|
||||
{
|
||||
maxSpeed += acceleration;
|
||||
}
|
||||
|
||||
jump = 0;
|
||||
|
||||
if(wall == 1)
|
||||
{
|
||||
wallRunTime = Time.time;
|
||||
}
|
||||
|
||||
if(wallRunTime + oneSec < Time.time)
|
||||
{
|
||||
|
||||
moveDirection.y += Physics.gravity.y * (gravity/8) * Time.deltaTime;
|
||||
|
||||
} else {
|
||||
moveDirection.y = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
velocity.x += moveDirection.x;
|
||||
velocity.z += moveDirection.z;
|
||||
|
||||
if((Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0) || Input.GetButton("Stop")){
|
||||
|
||||
//Remove or "lower" friction to add an 'ice' effect
|
||||
velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, friction);
|
||||
velocity.z = Mathf.SmoothDamp(velocity.z, 0.0f, ref zVelocity, friction);
|
||||
|
||||
}
|
||||
|
||||
if(maxSpeed > maxSpeedCap)
|
||||
{
|
||||
maxSpeed = maxSpeedCap;
|
||||
}
|
||||
|
||||
if(characterController.velocity == new Vector3(0, 0, 0))
|
||||
{
|
||||
maxSpeed = maxSpeedStore;
|
||||
}
|
||||
|
||||
velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
|
||||
|
||||
velocity.y = moveDirection.y;
|
||||
|
||||
if(moveDirection.y <= -5 && Mathf.Abs(velocity.x) <= 1.5f && Mathf.Abs(velocity.z) <= 1.5f)
|
||||
{
|
||||
velocity.x = velocity.x * Mathf.Abs(moveDirection.y);
|
||||
velocity.z = velocity.z * Mathf.Abs(moveDirection.y);
|
||||
}
|
||||
|
||||
// Move the controller
|
||||
characterController.Move(moveDirection * 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)
|
||||
{
|
||||
transform.rotation = Quaternion.Euler(0f, pivot.rotation.eulerAngles.y, 0f);
|
||||
Quaternion newRotation = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z));
|
||||
playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, newRotation, rotationSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
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folderAsset: yes
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externalObjects: {}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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Binary file not shown.
|
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@@ -0,0 +1,91 @@
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serializedVersion: 10
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mipmaps:
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mipMapMode: 0
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enableMipMap: 1
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sRGBTexture: 1
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linearTexture: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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streamingMipmaps: 0
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spriteGenerateFallbackPhysicsShape: 1
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spriteTessellationDetail: -1
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androidETC2FallbackOverride: 0
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Reference in New Issue
Block a user