Commit Graph

17 Commits

Author SHA1 Message Date
cyndrdev 6e74da102c minor fixes 2021-03-25 19:00:13 +00:00
cyndrdev 50955a19d0 Merge branch 'main' into RollingBoulder 2021-03-25 11:15:17 +00:00
Cat Flynn 122d0e1ff3 implement falling platform chain 2021-03-24 16:54:34 +00:00
cyndrdev 1611962ae9 messy messy merge >n< 2021-03-24 12:45:19 +00:00
Cat Flynn 91be3b97b9 redesign arrow wall trap objects 2021-03-18 17:25:34 +00:00
Programmer-DField 49d1fc481a Disabled mesh renderer and box collider on target for rolling boulder prefab. Also added the Mover script to the prefab. 2021-03-18 12:54:32 +00:00
Programmer-DField b0b5c09c54 Cleaned up the script so it now works independant of gravity. Added a second Mover script that controls the speed and direction the boulder moves once triggered. Added a target to the prefab as this is the point at which the boulder moves towards. 2021-03-18 12:34:08 +00:00
Programmer-DField 1b02a15353 Made changes to the RollingBoulder script. The trap now works much more simply. The player enters a trigger and this sets the rigidbody to use gravity setting the boulder on its journey down the ramp. Player death works as with other traps. I need to speak with Cat as he mentioned using physics may not be the best, by this I assume he means gravity, so I need some advice on a different solution. 2021-03-17 22:07:33 +00:00
Cat Flynn 9037fd264c animation and audio event on falling platforms 2021-03-17 18:31:33 +00:00
Cat Flynn 292ca65bb2 respawn fallaway floor after a few seconds in the safe zone 2021-03-17 18:04:31 +00:00
Cat Flynn a9dfbbc99d Merge branch 'main' into ArrowWall 2021-03-12 17:41:34 +00:00
Programmer-DField baad3163e6 Made changes as per code review. 2021-03-12 11:52:56 +00:00
Cat Flynn d5de30107f reset falling floor trap position on player respawn 2021-03-10 18:26:33 +00:00
Cat Flynn 762bbf6486 wip 2021-03-10 17:41:09 +00:00
Cat Flynn 43a01934bc update trap prefab 2021-03-05 16:32:21 +00:00
Cat Flynn e016e2b122 clean up trap floor prefab 2021-03-05 16:24:50 +00:00
Programmer-DField 3ef56e2bc1 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. 2021-02-26 14:50:30 +00:00