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revival/game/Assets/Prefabs/Traps
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Cat Flynn 3302a9adb0 Merge branch 'main' into feature/level-design
2021-05-10 15:12:45 +01:00
..
ArrowWall.prefab
Merge branch 'main' into feature/level-design
2021-05-10 15:12:45 +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
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