revival/game/Assets/Prefabs/Traps
Cat Flynn 290d6db641 Merge branch 'main' into feature/freeze-level-design 2021-05-16 01:31:19 +01:00
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Arrow.prefab add more sensible arrow mesh 2021-05-11 17:55:01 +01:00
Arrow.prefab.meta add more sensible arrow mesh 2021-05-11 17:55:01 +01:00
ArrowWall.prefab more level design 2021-05-16 01:22:50 +01:00
ArrowWall.prefab.meta Made changes as per code review. 2021-03-12 11:52:56 +00:00
FallawayColumn.prefab more level design 2021-05-16 01:22:50 +01:00
FallawayColumn.prefab.meta more level design 2021-05-16 01:22:50 +01:00
FallawayFloor.prefab Merge branch 'main' into feature/freeze-level-design 2021-05-16 01:31:19 +01:00
FallawayFloor.prefab.meta 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
FallawayFloorChain.prefab implement falling platform chain 2021-03-24 16:54:34 +00:00
FallawayFloorChain.prefab.meta implement falling platform chain 2021-03-24 16:54:34 +00:00
Hover Bricks.prefab Merge branch 'main' into feature/freeze-level-design 2021-05-16 01:31:19 +01:00
Hover Bricks.prefab.meta Merge branch 'main' into feature/freeze-level-design 2021-05-16 01:31:19 +01:00
Killbox.prefab create killbox prefab 2021-03-22 16:45:42 +00:00
Killbox.prefab.meta create killbox prefab 2021-03-22 16:45:42 +00:00
RollingBoulder.prefab rolling boulders now obey to freeze 2021-04-06 15:29:41 +01:00
RollingBoulder.prefab.meta 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