Pull request #9: Obstacles
Merge in CEGJ/32bit_jam_conjure from Obstacles to Dev * commit '8727aaceaa702b8efe0f762e43f92f5be06f8ddf': fix vanish unhook Rotator exist but cant go fast for collisions Added rotating object added magnitude to Vanisher inspector Shake obj before vanish Created vanish prefab Obj can vanish and reappear on interaction Added a blow zone Create path tracing prefab
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7
Assets/Prefabs/VanishingCube.prefab.meta
Normal file
7
Assets/Prefabs/VanishingCube.prefab.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: bb451447e74142046902fe2a6e583147
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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|
assetBundleVariant:
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27
Assets/Rotator.cs
Normal file
27
Assets/Rotator.cs
Normal file
@ -0,0 +1,27 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Rotator : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float rotSpeed;
|
||||||
|
private Vector3 EulerRot;
|
||||||
|
[SerializeField]
|
||||||
|
private List<Rigidbody> bodies;
|
||||||
|
private Rigidbody rb;
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
bodies.AddRange(GetComponentsInChildren<Rigidbody>());
|
||||||
|
rb = GetComponent<Rigidbody>();
|
||||||
|
EulerRot = new Vector3(0, 0, rotSpeed);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void FixedUpdate()
|
||||||
|
{
|
||||||
|
rb.MoveRotation(rb.rotation * Quaternion.Euler(EulerRot * Time.fixedDeltaTime));
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Rotator.cs.meta
Normal file
11
Assets/Rotator.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: 7b2b8a83b829aea4993ad3e35b793597
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|
MonoImporter:
|
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externalObjects: {}
|
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|
serializedVersion: 2
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defaultReferences: []
|
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|
executionOrder: 0
|
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|
icon: {instanceID: 0}
|
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|
userData:
|
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|
assetBundleName:
|
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|
assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
30
Assets/Scripts/BlowZone.cs
Normal file
30
Assets/Scripts/BlowZone.cs
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class BlowZone : MonoBehaviour
|
||||||
|
{
|
||||||
|
private Rigidbody playerRb;
|
||||||
|
private ParticleSystem particles;
|
||||||
|
[SerializeField]
|
||||||
|
private Vector3 dir;
|
||||||
|
[SerializeField]
|
||||||
|
private float force;
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
particles = GetComponent<ParticleSystem>();
|
||||||
|
var mainPart = particles.main;
|
||||||
|
mainPart.startSpeedMultiplier = force/3;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTriggerStay(Collider other) {
|
||||||
|
if(other.tag.Equals("Player")){
|
||||||
|
if(playerRb == null){
|
||||||
|
playerRb = other.gameObject.GetComponent<Rigidbody>();
|
||||||
|
}
|
||||||
|
playerRb.AddForce(transform.forward * force);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/BlowZone.cs.meta
Normal file
11
Assets/Scripts/BlowZone.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
fileFormatVersion: 2
|
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|
guid: 73f152023ce29ca458361e87d637a999
|
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|
MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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|
icon: {instanceID: 0}
|
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|
userData:
|
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|
assetBundleName:
|
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|
assetBundleVariant:
|
||||||
@ -56,7 +56,6 @@ public class CharacterMovement : MonoBehaviour
|
|||||||
}
|
}
|
||||||
if (canWalk || canJump)
|
if (canWalk || canJump)
|
||||||
{
|
{
|
||||||
Debug.Log("test");
|
|
||||||
//The walk is actually handled here
|
//The walk is actually handled here
|
||||||
if (!stopWalk)
|
if (!stopWalk)
|
||||||
{
|
{
|
||||||
|
|||||||
@ -42,6 +42,8 @@ public class GrappleHook : MonoBehaviour
|
|||||||
private bool grappled = false, grappling = false, boosted = false, changingLength = false, isStunned = false;
|
private bool grappled = false, grappling = false, boosted = false, changingLength = false, isStunned = false;
|
||||||
float changingLengthDir = 0;
|
float changingLengthDir = 0;
|
||||||
private Vector3 currGrappleEndPos;
|
private Vector3 currGrappleEndPos;
|
||||||
|
private GameObject hookedTo; // The obj we are hooked to
|
||||||
|
public GameObject HookedTo{get => hookedTo; set => hookedTo = value;}
|
||||||
|
|
||||||
#region private methods
|
#region private methods
|
||||||
void Start()
|
void Start()
|
||||||
@ -60,7 +62,7 @@ public class GrappleHook : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
if(grappled){
|
if(grappled){
|
||||||
DrawRope(Time.deltaTime);
|
UpdateRope(Time.deltaTime);
|
||||||
|
|
||||||
if(boosted){
|
if(boosted){
|
||||||
joint.maxDistance -= grappleBoostSpeed * Time.deltaTime;
|
joint.maxDistance -= grappleBoostSpeed * Time.deltaTime;
|
||||||
@ -92,21 +94,22 @@ public class GrappleHook : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void DrawRope(float deltaTime){
|
private void UpdateRope(float deltaTime){
|
||||||
// TODO animate a wiggle on the rope
|
// TODO animate a wiggle on the rope
|
||||||
if(!grappled)return;
|
if(!grappled)return;
|
||||||
lr.SetPosition(0, gunPos.position);
|
lr.SetPosition(0, gunPos.position);
|
||||||
Vector3 endPoint;
|
Vector3 endPoint;
|
||||||
if(hit.rigidbody != null){
|
endPoint = hookedTo.transform.TransformPoint(hitPosLocal);
|
||||||
endPoint = hit.transform.TransformPoint(hitPosLocal);
|
|
||||||
|
|
||||||
}else{
|
|
||||||
endPoint = hit.point;
|
|
||||||
}
|
|
||||||
currGrappleEndPos = Vector3.Lerp(currGrappleEndPos, endPoint, deltaTime * grappleDrawingSpeed);
|
currGrappleEndPos = Vector3.Lerp(currGrappleEndPos, endPoint, deltaTime * grappleDrawingSpeed);
|
||||||
lr.SetPosition(1, currGrappleEndPos);
|
lr.SetPosition(1, currGrappleEndPos);
|
||||||
if(!lr.enabled)lr.enabled = true;
|
if(!lr.enabled)lr.enabled = true;
|
||||||
|
|
||||||
|
if(hit.rigidbody != null){
|
||||||
|
joint.connectedAnchor = hitPosLocal;
|
||||||
|
}else{
|
||||||
|
joint.connectedAnchor = endPoint;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
private void StartGrapple(RaycastHit hit){
|
private void StartGrapple(RaycastHit hit){
|
||||||
grappled = true;
|
grappled = true;
|
||||||
@ -120,12 +123,13 @@ public class GrappleHook : MonoBehaviour
|
|||||||
joint.anchor = transform.InverseTransformPoint(gunPos.position);
|
joint.anchor = transform.InverseTransformPoint(gunPos.position);
|
||||||
joint.autoConfigureConnectedAnchor = false;
|
joint.autoConfigureConnectedAnchor = false;
|
||||||
joint.maxDistance = hit.distance * 0.9f;
|
joint.maxDistance = hit.distance * 0.9f;
|
||||||
|
hitPosLocal = hit.transform.InverseTransformPoint(hit.point);
|
||||||
if(hit.rigidbody != null){
|
if(hit.rigidbody != null){
|
||||||
Rigidbody hitRb = hit.rigidbody;
|
Rigidbody hitRb = hit.rigidbody;
|
||||||
joint.connectedBody = hitRb;
|
joint.connectedBody = hitRb;
|
||||||
joint.connectedAnchor = hit.transform.InverseTransformPoint(hit.point);
|
joint.connectedAnchor = hitPosLocal;
|
||||||
joint.enableCollision = true;
|
joint.enableCollision = true;
|
||||||
hitPosLocal = hit.transform.InverseTransformPoint(hit.point);
|
|
||||||
}else{
|
}else{
|
||||||
joint.connectedAnchor = hit.point;
|
joint.connectedAnchor = hit.point;
|
||||||
}
|
}
|
||||||
@ -133,6 +137,10 @@ public class GrappleHook : MonoBehaviour
|
|||||||
joint.damper = grappleDamper;
|
joint.damper = grappleDamper;
|
||||||
joint.massScale = 4.5f;
|
joint.massScale = 4.5f;
|
||||||
|
|
||||||
|
if(hit.transform.tag.Equals("Vanishing")){
|
||||||
|
hit.transform.gameObject.GetComponent<Vanisher>().Begin(this);
|
||||||
|
}
|
||||||
|
hookedTo = hit.transform.gameObject;
|
||||||
currGrappleEndPos = transform.position;
|
currGrappleEndPos = transform.position;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -142,6 +150,7 @@ public class GrappleHook : MonoBehaviour
|
|||||||
lr.enabled = false;
|
lr.enabled = false;
|
||||||
boosted = false;
|
boosted = false;
|
||||||
Destroy(joint);
|
Destroy(joint);
|
||||||
|
hookedTo = this.gameObject;
|
||||||
}
|
}
|
||||||
|
|
||||||
private Vector2 WorldToUI(Vector3 point){
|
private Vector2 WorldToUI(Vector3 point){
|
||||||
@ -169,6 +178,11 @@ public void Stun(float duration){
|
|||||||
EndGrapple();
|
EndGrapple();
|
||||||
Invoke("UnStun", duration);
|
Invoke("UnStun", duration);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Unhook(GameObject hookedObj){
|
||||||
|
if(hookedObj.Equals(hookedTo))
|
||||||
|
EndGrapple();
|
||||||
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region InputActions
|
#region InputActions
|
||||||
|
|||||||
@ -7,7 +7,6 @@ public class PathTracer : MonoBehaviour
|
|||||||
[SerializeField]
|
[SerializeField]
|
||||||
private List<Transform> path;
|
private List<Transform> path;
|
||||||
private Vector3 currTargetPos;
|
private Vector3 currTargetPos;
|
||||||
[SerializeField]
|
|
||||||
private int currTargetIndex;
|
private int currTargetIndex;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private float speed;
|
private float speed;
|
||||||
|
|||||||
@ -10,7 +10,6 @@ public class TriggerZone : MonoBehaviour
|
|||||||
private bool onEnter = true, onStay = false, OnExit = false;
|
private bool onEnter = true, onStay = false, OnExit = false;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
private void OnTriggerEnter(Collider other) {
|
private void OnTriggerEnter(Collider other) {
|
||||||
Debug.Log("Enter");
|
|
||||||
if(!onEnter)return;
|
if(!onEnter)return;
|
||||||
if(other.gameObject.tag.Equals("Player")){
|
if(other.gameObject.tag.Equals("Player")){
|
||||||
linkedObj.TriggerEvent();
|
linkedObj.TriggerEvent();
|
||||||
@ -25,7 +24,6 @@ public class TriggerZone : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
private void OnTriggerExit(Collider other) {
|
private void OnTriggerExit(Collider other) {
|
||||||
Debug.Log("Exit");
|
|
||||||
if(!OnExit)return;
|
if(!OnExit)return;
|
||||||
if(other.gameObject.tag.Equals("Player")){
|
if(other.gameObject.tag.Equals("Player")){
|
||||||
linkedObj.TriggerEvent();
|
linkedObj.TriggerEvent();
|
||||||
|
|||||||
67
Assets/Scripts/Vanisher.cs
Normal file
67
Assets/Scripts/Vanisher.cs
Normal file
@ -0,0 +1,67 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Vanisher : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private float timeToVanish;
|
||||||
|
[SerializeField]
|
||||||
|
private float timeToAppear;
|
||||||
|
[SerializeField]
|
||||||
|
private float magnitude;
|
||||||
|
private float timer = 0;
|
||||||
|
private GrappleHook grapple;
|
||||||
|
private bool isVanishing = false;
|
||||||
|
private Vector3 originalPos;
|
||||||
|
//TODO represent obj is breaking
|
||||||
|
|
||||||
|
private void Start() {
|
||||||
|
originalPos = transform.localPosition;
|
||||||
|
}
|
||||||
|
private void Update() {
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
if(isVanishing){//Shake
|
||||||
|
float speed = timer / timeToVanish;
|
||||||
|
float x = Random.Range(-.5f, .5f) * speed * magnitude/100;
|
||||||
|
float y = Random.Range(-.5f, .5f) * speed * magnitude/100;
|
||||||
|
transform.localPosition += new Vector3(x, y, originalPos.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
public void Begin(GrappleHook grapple){
|
||||||
|
this.grapple = grapple;
|
||||||
|
if(isVanishing)return;
|
||||||
|
Invoke("Vanish", timeToVanish);
|
||||||
|
isVanishing = true;
|
||||||
|
originalPos = transform.localPosition;
|
||||||
|
timer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Vanish(){
|
||||||
|
grapple?.Unhook(this.gameObject);
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
Invoke("Appear", timeToAppear);
|
||||||
|
isVanishing = false;
|
||||||
|
timer = 0;
|
||||||
|
transform.localPosition = originalPos;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Appear(){
|
||||||
|
gameObject.SetActive(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCollisionEnter(Collision other) {
|
||||||
|
if(other.gameObject.tag.Equals("Player")){
|
||||||
|
Begin(other.gameObject.GetComponent<GrappleHook>());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void OnCollisionExit(Collision other) {
|
||||||
|
if(other.gameObject.tag.Equals("Player")){
|
||||||
|
if(!grapple.HookedTo.Equals(this.gameObject)){
|
||||||
|
grapple = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/Vanisher.cs.meta
Normal file
11
Assets/Scripts/Vanisher.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9701f1b28a113754d906bf5b88f98178
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -3,7 +3,8 @@
|
|||||||
--- !u!78 &1
|
--- !u!78 &1
|
||||||
TagManager:
|
TagManager:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
tags: []
|
tags:
|
||||||
|
- Vanishing
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user