revival/game/Assets/Prefabs/Traps
Cat Flynn a46d19a620 import arrow model and fix particle emission 2021-04-28 14:45:37 +01:00
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ArrowWall.prefab import arrow model and fix particle emission 2021-04-28 14:45:37 +01:00
ArrowWall.prefab.meta Made changes as per code review. 2021-03-12 11:52:56 +00:00
FallawayFloor.prefab messy messy merge >n< 2021-03-24 12:45:19 +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
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
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