From 1b02a15353a2cf43fe5d023d18b902b05f230b73 Mon Sep 17 00:00:00 2001 From: Programmer-DField Date: Wed, 17 Mar 2021 22:07:33 +0000 Subject: [PATCH] Made changes to the RollingBoulder script. The trap now works much more simply. The player enters a trigger and this sets the rigidbody to use gravity setting the boulder on its journey down the ramp. Player death works as with other traps. I need to speak with Cat as he mentioned using physics may not be the best, by this I assume he means gravity, so I need some advice on a different solution. --- .../Prefabs/Traps/RollingBoulder.prefab | 271 +++++++++++++++ .../Prefabs/Traps/RollingBoulder.prefab.meta | 7 + game/Assets/RollingBoulder.cs | 46 ++- game/Assets/Scenes/Main.unity | 328 ++++-------------- 4 files changed, 390 insertions(+), 262 deletions(-) create mode 100644 game/Assets/Prefabs/Traps/RollingBoulder.prefab create mode 100644 game/Assets/Prefabs/Traps/RollingBoulder.prefab.meta diff --git a/game/Assets/Prefabs/Traps/RollingBoulder.prefab b/game/Assets/Prefabs/Traps/RollingBoulder.prefab new file mode 100644 index 0000000..4d6f58a --- /dev/null +++ b/game/Assets/Prefabs/Traps/RollingBoulder.prefab @@ -0,0 +1,271 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &6536764240838670287 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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// Start is called before the first frame update - void Start() + Rigidbody rb; + // Float for speed of the arrow. + [SerializeField] private float speed; + // Float for time in seconds to wait to destroy the arrow on contact with any other gameobject that is no the player. + [SerializeField] private float waitToDestroy; + // Vector3 to set direction of travel for the arrow once the trigger is activated. + //[SerializeField] private Vector3 direction; + + private void Start() { - + rb = GetComponent(); } - // Update is called once per frame - void Update() + private void OnTriggerEnter(Collider other) { - + // Checks to make sure other collider is the Player using tag. + if (other.gameObject.CompareTag("Player")) + { + rb.useGravity = true; + } + } + + private void OnCollisionEnter(Collision collision) + { + if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath)) + { + // Start Respawn coroutine. + playerDeath.Respawn(); + // Destroy arrow on contact with player. + Destroy(gameObject); + } + else + { + // If arrow makes contact with any other gameobject start DestroyArrow corountine. + StartCoroutine(DestoryBoulder()); + } + } + + public IEnumerator DestoryBoulder() + { + // set boulder velocity to zero wait for destory time and then destory the boulder. + rb.velocity = Vector3.zero; + yield return new WaitForSeconds(waitToDestroy); + Destroy(gameObject); } } diff --git a/game/Assets/Scenes/Main.unity b/game/Assets/Scenes/Main.unity index 3bc5dc0..9e82937 100644 --- a/game/Assets/Scenes/Main.unity +++ b/game/Assets/Scenes/Main.unity @@ -246,6 +246,63 @@ Transform: m_CorrespondingSourceObject: {fileID: -8679921383154817045, guid: 985763be016f1d6408a7112ccc290bea, type: 3} m_PrefabInstance: {fileID: 3060674079532454555} m_PrefabAsset: {fileID: 0} +--- !u!1001 &51159030 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + m_TransformParent: {fileID: 1571618361} + m_Modifications: + - 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