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