Added a shader with dissolve effect. Ckleaned up use of tags now using compare.tag which is more efficient. The spike trap is now functionally working however, ppolish does need to be applied to the final outcome.

This commit is contained in:
Programmer-DField 2021-02-26 14:50:30 +00:00
parent 1f4c063c60
commit 3ef56e2bc1
21 changed files with 2874 additions and 185 deletions

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@ -13,7 +13,7 @@ public class SafeZone : MonoBehaviour
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
// Check to see if other collider is Player. If true set player to other game object. // Check to see if other collider is Player. If true set player to other game object.
if (other.gameObject.tag == "Player") if (other.gameObject.CompareTag("Player"))
{ {
isSafe = true; isSafe = true;
player = other.gameObject; player = other.gameObject;
@ -23,7 +23,7 @@ public class SafeZone : MonoBehaviour
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{ {
// Check if other game object is Player. // Check if other game object is Player.
if (other.gameObject.tag == "Player") if (other.gameObject.CompareTag("Player"))
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isSafe = false; isSafe = false;
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@ -14,7 +14,7 @@ public class DeathZone : MonoBehaviour
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
// Checks to make sure other collider is the Player. Sets player variable as Player game object and starts the coroutine. // Checks to make sure other collider is the Player. Sets player variable as Player game object and starts the coroutine.
if (other.gameObject.tag == "Player") if (other.gameObject.CompareTag("Player"))
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@ -5,6 +5,7 @@ using UnityEngine;
public class FallawayFloor : MonoBehaviour public class FallawayFloor : MonoBehaviour
{ {
public float speed; public float speed;
public Material dissolve;
Rigidbody rb; Rigidbody rb;
private void Start() private void Start()
@ -14,14 +15,16 @@ public class FallawayFloor : MonoBehaviour
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
if (other.gameObject.tag == "Player") if (other.gameObject.CompareTag("Player"))
{ {
StartCoroutine(DestroyFloor()); StartCoroutine(DestroyFloor());
GetComponent<Renderer>().material = dissolve;
} }
} }
IEnumerator DestroyFloor() IEnumerator DestroyFloor()
{ {
yield return new WaitForSeconds(1f);
rb.velocity = Vector3.down * speed; rb.velocity = Vector3.down * speed;
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8
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