This website requires JavaScript.
Explore
Oven
Feed
Help
Sign In
ktyl
/
revival
Watch
1
Star
0
Fork
0
You've already forked revival
Code
Issues
Pull Requests
Packages
Projects
Releases
Wiki
Activity
revival
/
game
/
Assets
/
Prefabs
/
Traps
History
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
..
ArrowWall.prefab
Made changes as per code review.
2021-03-12 11:52:56 +00:00
ArrowWall.prefab.meta
Made changes as per code review.
2021-03-12 11:52:56 +00:00
FallawayFloor.prefab
reset falling floor trap position on player respawn
2021-03-10 18:26:33 +00:00
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
RollingBoulder.prefab
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
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