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.

This commit is contained in:
Programmer-DField 2021-03-17 22:07:33 +00:00
parent f049b97297
commit 1b02a15353
4 changed files with 390 additions and 262 deletions

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@ -4,15 +4,49 @@ using UnityEngine;
public class RollingBoulder : MonoBehaviour
{
// 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<Rigidbody>();
}
// 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);
}
}

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