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.
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@ -4,15 +4,49 @@ using UnityEngine;
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public class RollingBoulder : MonoBehaviour
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public class RollingBoulder : MonoBehaviour
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{
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{
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// Start is called before the first frame update
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Rigidbody rb;
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void Start()
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// Float for speed of the arrow.
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[SerializeField] private float speed;
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// Float for time in seconds to wait to destroy the arrow on contact with any other gameobject that is no the player.
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[SerializeField] private float waitToDestroy;
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// Vector3 to set direction of travel for the arrow once the trigger is activated.
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//[SerializeField] private Vector3 direction;
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private void Start()
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{
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{
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rb = GetComponent<Rigidbody>();
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}
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}
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// Update is called once per frame
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private void OnTriggerEnter(Collider other)
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void Update()
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{
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{
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// Checks to make sure other collider is the Player using tag.
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if (other.gameObject.CompareTag("Player"))
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{
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rb.useGravity = true;
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}
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}
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private void OnCollisionEnter(Collision collision)
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{
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if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath))
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{
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// Start Respawn coroutine.
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playerDeath.Respawn();
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// Destroy arrow on contact with player.
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Destroy(gameObject);
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}
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else
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{
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// If arrow makes contact with any other gameobject start DestroyArrow corountine.
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StartCoroutine(DestoryBoulder());
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}
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}
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public IEnumerator DestoryBoulder()
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{
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// set boulder velocity to zero wait for destory time and then destory the boulder.
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rb.velocity = Vector3.zero;
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yield return new WaitForSeconds(waitToDestroy);
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Destroy(gameObject);
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}
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}
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}
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}
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Loading…
Reference in New Issue