Merge branch 'RollingBoulder' into 'main'
Rolling boulder See merge request kernel-panic/revival!52
This commit is contained in:
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@ -0,0 +1,24 @@
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using System;
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Mover : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float speed;
|
||||
[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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transform.rotation = targetRotation;
|
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}
|
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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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@ -0,0 +1,50 @@
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using System.Collections;
|
||||
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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|
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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.
|
||||
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))
|
||||
{
|
||||
// Start Respawn coroutine.
|
||||
playerDeath.Respawn();
|
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// 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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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);
|
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Destroy(gameObject);
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}
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}
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Loading…
Reference in New Issue