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transform.position); + transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 1 * Time.deltaTime); + transform.position += transform.forward * speed * Time.deltaTime; + } +} diff --git a/game/Assets/Scripts/Traps/Mover.cs.meta b/game/Assets/Scripts/Traps/Mover.cs.meta new file mode 100644 index 0000000..2c901f1 --- /dev/null +++ b/game/Assets/Scripts/Traps/Mover.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 364f9139f6e39a244a53d33f7eca4c65 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/RollingBoulder.cs b/game/Assets/Scripts/Traps/RollingBoulder.cs similarity index 84% rename from game/Assets/RollingBoulder.cs rename to game/Assets/Scripts/Traps/RollingBoulder.cs index a389f01..e959fbb 100644 --- a/game/Assets/RollingBoulder.cs +++ b/game/Assets/Scripts/Traps/RollingBoulder.cs @@ -5,12 +5,10 @@ using UnityEngine; public class RollingBoulder : MonoBehaviour { 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; + + public GameObject target; private void Start() { @@ -22,7 +20,9 @@ public class RollingBoulder : MonoBehaviour // Checks to make sure other collider is the Player using tag. if (other.gameObject.CompareTag("Player")) { - rb.useGravity = true; + Mover mover = + gameObject.GetComponent(); + mover.enabled = true; } } diff --git a/game/Assets/RollingBoulder.cs.meta b/game/Assets/Scripts/Traps/RollingBoulder.cs.meta similarity index 100% rename from game/Assets/RollingBoulder.cs.meta rename to game/Assets/Scripts/Traps/RollingBoulder.cs.meta