Merge branch 'Traps' into 'main'

Traps

See merge request kernel-panic/revival!19
This commit is contained in:
Cinder Foster-Smith 2021-03-05 12:17:25 +00:00
commit 5e63fc8154
21 changed files with 2993 additions and 71 deletions

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@ -15,7 +15,7 @@ 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.name == "Player") if (other.gameObject.CompareTag("Player"))
{ {
player = other.gameObject; player = other.gameObject;
StartCoroutine(RespawnPlayer()); StartCoroutine(RespawnPlayer());
@ -23,7 +23,7 @@ public class DeathZone : MonoBehaviour
} }
// Corountine to trigger death animation, disable player movement, play fade, respawn player at last safe position and then play fade in animation and re-enable player movement. // Corountine to trigger death animation, disable player movement, play fade, respawn player at last safe position and then play fade in animation and re-enable player movement.
IEnumerator RespawnPlayer() public IEnumerator RespawnPlayer()
{ {
_playerDeath.Raise(); _playerDeath.Raise();

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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RespawnManager : MonoBehaviour
{
private Vector3 respawnPoint;
// Set respawn point in Respawn Manager.
public void SetRespawnPoint(Vector3 _respawnPoint)
{
respawnPoint = _respawnPoint;
}
// Return the respawn point.
public Vector3 GetRespawnPoint()
{
return respawnPoint;
}
// Show current respawn point in log. This can be deleted at later stage.
private void Update()
{
Debug.Log("Respawn point is: " + respawnPoint);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FallawayFloor : MonoBehaviour
{
// Speed at which the object moves towards the ground.
public float speed;
// Time it takes for ogjecct to begin moving towards the ground.
public float fallAwayTime;
// Time taken for object to be destroyed.
public float destroyObjectTime;
public Material dissolve;
Rigidbody rb;
private void Start()
{
// Get Rigidbody component.
rb = GetComponent<Rigidbody>();
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
// Start the Destroy floor coroutine and switch to the dissolve material.
StartCoroutine(DestroyFloor());
GetComponent<Renderer>().material = dissolve;
}
}
IEnumerator DestroyFloor()
{
// Take fallAwayTime, speed, and destroyObjectTime from editor and apply
yield return new WaitForSeconds(fallAwayTime);
rb.velocity = Vector3.down * speed;
yield return new WaitForSeconds(destroyObjectTime);
Destroy(gameObject);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FallingRocks : MonoBehaviour
{
Rigidbody rb;
public float speed;
[SerializeField] private DeathZone _dz;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
// Use OnTrigger to make the "rocks" fall to the ground. Rate of fall can be controlled with speed variable.
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
rb.velocity = Vector3.down * speed;
}
}
// Use OnCollison to call respawn method from DeathZone script.
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Player"))
{
// Check code is working in log. Can be deleted at a later stage.
Debug.Log("Dead");
// Call respawn coroutine from DeathZone script.
StartCoroutine(_dz.RespawnPlayer());
}
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