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Author SHA1 Message Date
Gregory Campbell 11d9698aad Aside from one issue with the waypoint the waypoint race scene is working as intended 2020-01-14 22:01:39 -05:00
Gregory CampbellandGitHub 9e71153754 Merge pull request #25 from gjcampbell777/fleshing_out_obstacle_list
Added a buttload of obstacles along with many mods tothe floor level …
2020-01-13 22:11:31 -05:00
Gregory Campbell c93cb07b59 Added a buttload of obstacles along with many mods tothe floor level script to help with balancing, merge this branch for now but some serious balancing needs to be implemented eventually 2020-01-13 22:10:50 -05:00
Gregory CampbellandGitHub eb821f097e Merge pull request #24 from gjcampbell777/obstacle_course_expansion
Reworked the obstacle course script so that floor squares can not app…
2020-01-12 22:49:10 -05:00
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
Gregory Campbell e6db8a979c Cleaned up the expanded area and gave all obstacles more space between each other as well as fine tuning and fixing all noticeable issuses with all crouch based movements 2020-01-05 12:56:23 -05:00
Gregory Campbell d4fafd63d3 Implemented a long jump, a dive, the ability to bunny hop and a somewhat messy fix to the straight down drop issue from the implemented gravity as well as expanding the test area to more easily test quick movements 2020-01-05 01:45:45 -05:00
Gregory CampbellandGitHub 081d93f2c2 Merge pull request #18 from gjcampbell777/acceleration_rework
Acceleration rework
2020-01-04 16:15:56 -05:00
Gregory Campbell 996e1e3b20 Fully functional and satisfactory acc/decc in movement (although a little slippery, might require more tweakign later on) 2020-01-04 16:15:15 -05:00
Gregory Campbell 386b51589e Got a fully functional implementation of acceleration/decceleration that meshes well across all inputs. Will do further testing/tinkering before merging 2020-01-04 15:52:45 -05:00
Gregory Campbell 573b4815ea Havent made any real progress, stopping and saving this now to work on other things 2020-01-04 15:02:05 -05:00
Gregory CampbellandGitHub db8ae256a8 Merge pull request #17 from gjcampbell777/wall_running
Wall running
2019-12-31 18:18:34 -05:00
Gregory Campbell 9818b32bdc Got a functional implementation of wall running that I am satisfied with 2019-12-31 18:17:35 -05:00
Gregory Campbell f1db804155 Implemented basic wallrunning 2019-12-21 23:17:24 -05:00
Gregory CampbellandGitHub a31a335424 Merge pull request #16 from gjcampbell777/add_momentum_to_movement
Add momentum to movement
2019-12-21 21:03:56 -05:00
Gregory Campbell e638892592 Got momentum based movement fully functional while fixing a few player controller bugs and preferential tweaks 2019-12-21 21:00:36 -05:00
Gregory Campbell 3afdbc4ff0 Fixed issue causing no increased or decreased mmovement based on changing moveset 2019-12-14 23:49:23 -05:00
Gregory Campbell a292dd8b9a Added momentum to player movement and made adjustments to public player variables 2019-12-14 23:40:14 -05:00
Gregory Campbell 31fc08bd5b Slight tweak to improve upon the last merge 2019-12-11 21:33:57 -05:00
Gregory CampbellandGitHub b83c37531a Merge pull request #15 from gjcampbell777/fix_delayed_standing_slide_bug
Fixed delayed standing slide and made standard horz/vert axis movemen…
2019-12-11 21:14:01 -05:00
Gregory Campbell de4da48e05 Fixed delayed standing slide and made standard horz/vert axis movement uniform across keyboard and joystick 2019-12-11 21:12:47 -05:00
Gregory Campbell e616fa50b2 Better Builds implementation for .gitignore 2019-12-07 16:10:09 -05:00
Gregory Campbell 67601fdc7d Updated gitignore to ignore Mac Builds 2019-12-07 16:07:19 -05:00
Gregory Campbell fb0b50645b Changes for deploying builds 2019-12-07 16:05:46 -05:00
Gregory Campbell 9c74c88b46 Merging all expand_test_area changes through master since trying to merge that branch while removing what is out of date is too much of a pain to deal with 2019-12-07 15:47:13 -05:00
Gregory CampbellandGitHub a102dea709 Merge pull request #14 from gjcampbell777/revert-13-expand_test_area
Revert "Expand test area"
2019-12-07 15:33:24 -05:00
Gregory CampbellandGitHub d84d484f8f Revert "Expand test area" 2019-12-07 15:33:13 -05:00
Gregory CampbellandGitHub 7dfaa0e4df Merge pull request #13 from gjcampbell777/expand_test_area
Expand test area
2019-12-07 15:25:00 -05:00
Gregory CampbellandGitHub a6c845e6bf Merge branch 'master' into expand_test_area 2019-12-07 15:24:48 -05:00
Gregory Campbell d8608b3d1e Renamed Test Scene so it may be easier to merge 2019-12-07 13:31:17 -05:00
Gregory Campbell 9de4193758 Added more crawling/sliding obstacles and updated unity version 2019-12-07 13:21:24 -05:00
Gregory Campbell 416f976587 Added new obstacles and platforms as well as a new material for prototyping 2019-12-07 00:37:06 -05:00
Gregory CampbellandGitHub 28bcba0680 Merge pull request #12 from gjcampbell777/crawl_slide_button
Crawl slide button
2019-12-06 22:36:03 -05:00
Gregory Campbell 645395a43c Added implementation so that crawling in differentiated from sliding through current player movement 2019-12-06 22:34:57 -05:00
Gregory Campbell ba63ebf72b Added sliding which reverts back to crouching/crawling after 1 second 2019-12-05 23:17:24 -05:00
Gregory Campbell 9c10ca695d Crouching/crawling functionality is working 2019-12-05 22:42:16 -05:00
Gregory CampbellandGitHub c13613ca25 Merge pull request #11 from gjcampbell777/rework_jump_counter
Cleaned up jumping and double jumping implementation
2019-12-05 21:58:53 -05:00
Gregory Campbell 2ade04fcba Cleaned up jumping and double jumping implementation 2019-12-05 21:57:29 -05:00
Gregory Campbell 1b3bf960e4 Initial push. Floating stationary platforms added. 2019-10-02 20:43:13 -04:00
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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;
public GameObject[] easyObstacleList;
public GameObject[] medObstaclelIst;
private int selection = 0;
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);
}
oldObjects = GameObject.FindGameObjectsWithTag("Wall");
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))
{
switch (level)
{
case 1:
selection = Random.Range(0, easyObstacleList.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
} else {
Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
break;
case 2:
selection = Random.Range(0, medObstaclelIst.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
} else {
Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
break;
case 3:
selection = Random.Range(2, obstacleList.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
} else {
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
break;
default:
selection = Random.Range(2, obstacleList.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
} else {
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
break;
}
}
if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
{
switch (level)
{
case 1:
selection = Random.Range(0, easyObstacleList.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
} else {
Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
break;
case 2:
selection = Random.Range(0, medObstaclelIst.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
} else {
Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
break;
case 3:
selection = Random.Range(2, obstacleList.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
} else {
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
break;
default:
selection = Random.Range(2, obstacleList.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
} else {
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
break;
}
}
if(Random.Range(0, 10) != 0)
{
switch (level)
{
case 1:
selection = Random.Range(0, easyObstacleList.Length);
Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
break;
case 2:
selection = Random.Range(0, medObstaclelIst.Length);
Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
break;
case 3:
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
break;
default:
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
break;
}
}
if(Random.Range(0, 10) != 0)
{
switch (level)
{
case 1:
selection = Random.Range(0, easyObstacleList.Length);
Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
break;
case 2:
selection = Random.Range(0, medObstaclelIst.Length);
Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
break;
case 3:
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
break;
default:
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
break;
}
}
}
}
Instantiate(obstacleList[0], new Vector3((100*escalation)+50, 0, (100*escalation)+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(obstacleList[1], new Vector3(-((100*escalation)+50), 0, -((100*escalation)+50)), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
script.finished = false;
}
}

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