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Author SHA1 Message Date
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
22 changed files with 1799 additions and 4 deletions
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+105
View File
@@ -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;
}
}
+11
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+35 -2
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;
float respawnTime = 1.0f;
float oneSec = 1.0f;
float halfSec = 0.5f;
float quarterSec = 0.25f;
float tenthSec = 0.1f;
void Start()
{
@@ -65,6 +71,17 @@ public class PlayerController : MonoBehaviour
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()
@@ -76,6 +93,20 @@ 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)
@@ -253,8 +284,6 @@ 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);
@@ -262,7 +291,11 @@ public class PlayerController : MonoBehaviour
}
// Move the controller
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)
+4 -1
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@@ -6,8 +6,11 @@ EditorBuildSettings:
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path: Assets/Scenes/Test Scene.unity
path: Assets/Scenes/Hub World.unity
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+1
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@@ -6,6 +6,7 @@ TagManager:
tags:
- Environment
- Wall
- Obstacle
layers:
- Default
- TransparentFX