Compare commits

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Author SHA1 Message Date
Gregory Campbell 3f856967a7 Reworked the obstacle course script so that floor squares can not appear as well as adding a level counter that determines when you will move to a bigger obstacle course. Also fixed a big floor building issue that wasn't noticable until adding these features 2020-01-12 22:48:35 -05:00
Gregory CampbellandGitHub b88a3b978b Merge pull request #23 from gjcampbell777/Switch_input_manager_to_work_with_xbox_controllers
Switched from ps4 functionality to xbox one functionality
2020-01-12 18:27:46 -05:00
Gregory Campbell fe0ac70b48 Switched from ps4 functionality to xbox one functionality 2020-01-12 18:26:38 -05:00
Gregory Campbell 12ac3e2fce Missed material file 2020-01-12 18:02:17 -05:00
Gregory CampbellandGitHub 825a64fa81 Merge pull request #22 from gjcampbell777/doorway_to_new_scene
Implemented all needed to get a portal working to floor level as well…
2020-01-11 15:56:14 -05:00
Gregory Campbell 31b81f08b9 Implemented all needed to get a portal working to floor level as well as setting up portals for future game modes 2020-01-11 15:55:01 -05:00
Gregory CampbellandGitHub 2b6eb87127 Merge pull request #21 from gjcampbell777/procedural_level_generation
Procedural level generation
2020-01-11 14:16:59 -05:00
Gregory Campbell c6c387760f Cleaned up some respawn variable changes on hub world to prevent future bugs 2020-01-11 14:15:38 -05:00
Gregory Campbell 24c16b9e8a Renmed script since this script will only be used for the floor level scene 2020-01-11 14:10:44 -05:00
Gregory Campbell 05632bf0b7 Adding respawning and a lives count. Once lives count reaches zero you are kicked back to hub world. Hub world also has respawning 2020-01-11 14:04:14 -05:00
Gregory Campbell 406a39655d Figured out solution to respawning bug 2020-01-11 13:35:50 -05:00
Gregory Campbell 15521e4a4c Added the resetting of a level after player reaches the end, encountered strange bug that causes player to not teleport back to start 2020-01-11 00:46:40 -05:00
Gregory Campbell e801bfe945 Moved the procedural generation over into a new scene in order to develop the first game mode - spawning into the next 'floor' is currently buggy 2020-01-10 00:26:44 -05:00
Gregory Campbell e21c46f941 Adding new 'basic' floor prefab as well as including it in the obstacle list array 2020-01-07 21:55:49 -05:00
Gregory Campbell f8edbd7ae3 A proper and functional procedural level generation has been implemented although it is missing many more obstacles as well as its own scene to be generated (and re-generated upon completion) in 2020-01-07 21:52:52 -05:00
Gregory CampbellandGitHub 9d94f117c4 Merge pull request #20 from gjcampbell777/update_controller_settings
Update controller settings
2020-01-05 17:07:59 -05:00
Gregory Campbell 93307022e4 PS4 controller input working (but camera doesn't work without steam) 2020-01-05 17:02:15 -05:00
Gregory Campbell a557887275 Implemented a universal input for PS4 and KBM as well as fixing a few movement bugs 2020-01-05 15:57:18 -05:00
Gregory CampbellandGitHub b9cfa34614 Merge pull request #19 from gjcampbell777/long_jump_and_slide_transition
Long jump and slide transition
2020-01-05 14:43:12 -05:00
26 changed files with 3515 additions and 90 deletions
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+128
View File
@@ -0,0 +1,128 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
[System.Serializable]
public class FloorLevel : MonoBehaviour
{
public int escalation = 1;
public int level = 1;
public GameObject player;
public PlayerController script;
public GameObject[] obstacleList;
private int selection = 0;
private int height = 2;
void Awake()
{
script.respawnTime = Time.time;
}
// 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)
{
level++;
if(level > 3) 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((100*escalation)+50, 2, (100*escalation)+50);
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 = 0; i < escalation; i++){
for(int j = 0; j < escalation; j++){
if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
{
height = Random.Range(0, 7);
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(100*i+50, height, 100*j+50), Quaternion.identity);
}
if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
{
height = Random.Range(0, 7);
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(-100*i-50, height, -100*j-50), Quaternion.identity);
}
if(Random.Range(0, 10) != 0)
{
height = Random.Range(0, 7);
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(-100*i-50, height, 100*j+50), Quaternion.identity);
}
if(Random.Range(0, 10) != 0)
{
height = Random.Range(0, 7);
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(100*i+50, height, -100*j-50), Quaternion.identity);
}
}
}
Instantiate(obstacleList[0], new Vector3((100*escalation)+50, 0, (100*escalation)+50), Quaternion.identity);
Instantiate(obstacleList[1], new Vector3(-((100*escalation)+50), 0, -((100*escalation)+50)), Quaternion.identity);
script.finished = false;
}
}
+11
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@@ -0,0 +1,11 @@
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+57 -15
View File
@@ -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;
public float respawnTime = 0.0f;
float oneSec = 1.0f;
float halfSec = 0.5f;
float quarterSec = 0.25f;
float tenthSec = 0.1f;
void Start()
{
@@ -64,6 +70,23 @@ 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;
}
if(hit.gameObject.tag == "Obstacle Portal")
{
SceneManager.LoadScene("Floor Level", LoadSceneMode.Single);
respawnTime = Time.time;
}
}
@@ -76,6 +99,20 @@ 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)
@@ -93,15 +130,15 @@ public class PlayerController : MonoBehaviour
if(maxSpeed > maxSpeedStore)
{
maxSpeed -= acceleration/10;
maxSpeed -= acceleration/5;
}
if(maxSpeed < maxSpeedStore && !Input.GetKey(KeyCode.LeftShift) && !Input.GetKey(KeyCode.LeftControl))
if(maxSpeed < maxSpeedStore && !Input.GetButton("Walk") && !Input.GetButton("Crouch"))
{
maxSpeed += acceleration;
}
if(Input.GetKey(KeyCode.LeftShift))
if(Input.GetButton("Walk"))
{
if(maxSpeed > maxSpeedStore/2)
{
@@ -109,21 +146,21 @@ public class PlayerController : MonoBehaviour
}
}
if(Input.GetKey(KeyCode.LeftControl))
if(Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f)
{
characterController.height /= 2;
capsule.height /= 2;
transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
if(Input.GetKeyDown(KeyCode.LeftControl))
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 = false;
} else {
sliding = true;
slideTime = Time.time;
} else {
sliding = false;
}
}
@@ -160,7 +197,7 @@ public class PlayerController : MonoBehaviour
} else {
slideTime = Time.time;
if(Input.GetKey(KeyCode.LeftControl))
if(Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f)
{
characterController.height /= 2;
@@ -177,13 +214,14 @@ public class PlayerController : MonoBehaviour
}
//Might want to change move direction value to make triggering this speed up effect easier/harder
if(diving && moveDirection.y > 0.75 && Input.GetKeyDown(KeyCode.LeftControl))
if(diving && moveDirection.y > 0.75 && (Input.GetButtonDown("Crouch") || Input.GetAxis("Crouch") == 1.0f ))
{
dive++;
if(dive == 1){
maxSpeed += 10;
}
sliding = true;
slideTime = Time.time;
}
}
@@ -230,7 +268,7 @@ public class PlayerController : MonoBehaviour
velocity.x += moveDirection.x;
velocity.z += moveDirection.z;
if(Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0){
if((Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0) || (Input.GetButton("Stop") || Input.GetAxis("Stop") == 1.0f)){
//Remove or "lower" friction to add an 'ice' effect
velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, friction);
@@ -252,16 +290,20 @@ 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);
velocity.z = velocity.z * Mathf.Abs(moveDirection.y);
}
Debug.Log(transform.position);
// 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)
+7 -2
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@@ -6,6 +6,11 @@ EditorBuildSettings:
serializedVersion: 2
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- enabled: 1
path: Assets/Scenes/Test Scene.unity
path: Assets/Scenes/Hub World.unity
guid: 9fc0d4010bbf28b4594072e72b8655ab
m_configObjects: {}
- enabled: 1
path: Assets/Scenes/Floor Level.unity
guid: 1677949d058a3674f9e975f034bdb9a5
m_configObjects:
com.unity.input.settings: {fileID: 11400000, guid: 5dbe934aa009ccc4591ccf96f49a3d48,
type: 2}
+81 -65
View File
@@ -38,13 +38,13 @@ InputManager:
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Fire1
m_Name: Crouch
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: left ctrl
altNegativeButton:
altPositiveButton: mouse 0
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
@@ -54,29 +54,29 @@ InputManager:
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Fire2
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: left alt
altNegativeButton:
altPositiveButton: mouse 1
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Fire3
m_Name: Walk
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: left shift
altNegativeButton:
altPositiveButton: mouse 2
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Stop
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: mouse 1
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
@@ -182,39 +182,23 @@ InputManager:
axis: 1
joyNum: 0
- serializedVersion: 3
m_Name: Fire1
m_Name: Crouch
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: joystick button 0
positiveButton:
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
gravity: 0
dead: 0.19
sensitivity: 1
snap: 1
invert: 0
type: 0
axis: 0
type: 2
axis: 9
joyNum: 0
- serializedVersion: 3
m_Name: Fire2
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: joystick button 1
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Fire3
m_Name: Walk
descriptiveName:
descriptiveNegativeName:
negativeButton:
@@ -229,12 +213,28 @@ InputManager:
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Stop
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton:
altNegativeButton:
altPositiveButton:
gravity: 0
dead: 0.19
sensitivity: 1
snap: 1
invert: 0
type: 2
axis: 8
joyNum: 0
- serializedVersion: 3
m_Name: Jump
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: joystick button 3
positiveButton: joystick button 0
altNegativeButton:
altPositiveButton:
gravity: 1000
@@ -246,45 +246,61 @@ InputManager:
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Submit
m_Name: Mouse X
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: return
positiveButton:
altNegativeButton:
altPositiveButton: joystick button 0
gravity: 1000
dead: 0.001
sensitivity: 1000
altPositiveButton:
gravity: 0
dead: 0.25
sensitivity: 1
snap: 0
invert: 0
type: 0
axis: 0
type: 2
axis: 3
joyNum: 0
- serializedVersion: 3
m_Name: Submit
m_Name: Mouse Y
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: enter
positiveButton:
altNegativeButton:
altPositiveButton: space
gravity: 1000
dead: 0.001
sensitivity: 1000
altPositiveButton:
gravity: 0
dead: 0.25
sensitivity: 1
snap: 0
invert: 0
type: 0
axis: 0
invert: 1
type: 2
axis: 4
joyNum: 0
- serializedVersion: 3
m_Name: Cancel
m_Name: Pause
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: escape
altNegativeButton:
altPositiveButton: joystick button 1
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Pause
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: joystick button 7
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
+5
View File
@@ -6,6 +6,11 @@ TagManager:
tags:
- Environment
- Wall
- Obstacle
- Obstacle Portal
- Waypoint Portal
- Infinite Portal
- Waypoint
layers:
- Default
- TransparentFX