Merge branch 'RollingBoulder' into 'main'
Rolling boulder See merge request kernel-panic/revival!52
This commit is contained in:
commit
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@ -0,0 +1,24 @@
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using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Mover : MonoBehaviour
|
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|
{
|
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|
[SerializeField] private float speed;
|
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|
[SerializeField] private GameObject target;
|
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|
|
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|
private void OnEnable()
|
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|
{
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|
float dt = Time.fixedDeltaTime;
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|
Quaternion targetRotation = Quaternion.LookRotation(target.transform.position - transform.position);
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}
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// Update is called once per frame
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|
void FixedUpdate()
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{
|
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|
float dt = Time.fixedDeltaTime;
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transform.position += transform.forward * speed * dt;
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@ -0,0 +1,50 @@
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using System.Collections;
|
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|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class RollingBoulder : MonoBehaviour
|
||||||
|
{
|
||||||
|
Rigidbody rb;
|
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|
// 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;
|
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|
|
||||||
|
private void Start()
|
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|
{
|
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|
rb = GetComponent<Rigidbody>();
|
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|
}
|
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|
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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 using tag.
|
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|
if (other.gameObject.CompareTag("Player"))
|
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|
{
|
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|
Mover mover =
|
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|
gameObject.GetComponent<Mover>();
|
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|
mover.enabled = true;
|
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|
}
|
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|
}
|
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|
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|
private void OnCollisionEnter(Collision collision)
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|
{
|
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|
if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath))
|
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|
{
|
||||||
|
// Start Respawn coroutine.
|
||||||
|
playerDeath.Respawn();
|
||||||
|
// Destroy arrow on contact with player.
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
else
|
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|
{
|
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|
// If boulder makes contact with any other gameobject start DestroyBoulder corountine.
|
||||||
|
StartCoroutine(DestoryBoulder());
|
||||||
|
}
|
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|
}
|
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|
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||||||
|
public IEnumerator DestoryBoulder()
|
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|
{
|
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|
// 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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}
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}
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Loading…
Reference in New Issue