From e0dea8b5f6651b37376802e80d4103fad6b9b745 Mon Sep 17 00:00:00 2001 From: Jordan Orelli Date: Sat, 13 Jun 2020 20:08:13 -0500 Subject: [PATCH] checkpoint system works --- Assets/Materials/Checkpoint Area.mat | 9 +- Assets/Materials/Checkpoint Indicator.mat | 77 ++ .../Materials/Checkpoint Indicator.mat.meta | 8 + Assets/Materials/CrumbleActive.mat | 2 +- Assets/Materials/Obstacle.mat | 2 +- Assets/Materials/Player.mat | 2 +- Assets/Materials/Seeker.mat | 2 +- Assets/Materials/Smashable.mat | 2 +- Assets/Materials/TouchHazard 1.mat | 2 +- Assets/Prefabs/Checkpoint.prefab | 256 ++++ Assets/Prefabs/Checkpoint.prefab.meta | 7 + Assets/Prefabs/Main Camera.prefab | 97 +- Assets/Scenes/Level One.unity | 1062 +++++++++++------ Assets/Scripts/CameraController.cs | 4 +- Assets/Scripts/Checkpoint.cs | 30 + Assets/Scripts/Checkpoint.cs.meta | 11 + Assets/Scripts/PlayerController.cs | 29 +- Assets/Scripts/Seeker.cs | 9 +- ProjectSettings/TagManager.asset | 3 +- 19 files changed, 1138 insertions(+), 476 deletions(-) create mode 100644 Assets/Materials/Checkpoint Indicator.mat create mode 100644 Assets/Materials/Checkpoint Indicator.mat.meta create mode 100644 Assets/Prefabs/Checkpoint.prefab create mode 100644 Assets/Prefabs/Checkpoint.prefab.meta create mode 100644 Assets/Scripts/Checkpoint.cs create mode 100644 Assets/Scripts/Checkpoint.cs.meta diff --git a/Assets/Materials/Checkpoint Area.mat b/Assets/Materials/Checkpoint Area.mat index 3e301a5..2adb9a7 100644 --- a/Assets/Materials/Checkpoint Area.mat +++ b/Assets/Materials/Checkpoint Area.mat @@ -8,14 +8,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Checkpoint Area - 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Debug.Log(other); TouchHazard hazard = other.GetComponent(); if (hazard) { if (jumpState == JumpState.Dash) { Destroy(hazard.gameObject); } else { - SceneManager.LoadScene( SceneManager.GetActiveScene().buildIndex ) ; - // Destroy(gameObject); + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex) ; } } @@ -384,7 +399,7 @@ public class PlayerController : MonoBehaviour { Seeker seeker = other.GetComponent(); if (seeker) { - SceneManager.LoadScene( SceneManager.GetActiveScene().buildIndex ) ; + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex) ; } } @@ -408,12 +423,6 @@ public class PlayerController : MonoBehaviour { void OnDestroy() { } - void OnCollisionEnter(Collision other) { - } - - void OnTriggerEnter(Collider other) { - } - bool dash() { // if (!Input.GetButtonDown("Fire1")) { if (!controls.Gameplay.Dash.triggered) { diff --git a/Assets/Scripts/Seeker.cs b/Assets/Scripts/Seeker.cs index ef0d28d..964bd75 100644 --- a/Assets/Scripts/Seeker.cs +++ b/Assets/Scripts/Seeker.cs @@ -34,7 +34,6 @@ public class Seeker : MonoBehaviour { detectPlayer(); velocity.x = Mathf.Clamp(velocity.x, -maxSpeed, maxSpeed); Vector3 next = transform.position + velocity * Time.deltaTime; - Debug.LogFormat("{0} x velocity: {1}", gameObject.name, velocity.x); if (velocity.x >= 0) { // if we're moving right, cast a ray from the bottom right corner to make sure we don't go over the ledge @@ -42,7 +41,6 @@ public class Seeker : MonoBehaviour { RaycastHit2D nextHitRight = Physics2D.Raycast(next + bottomRight + skinDepth * Vector3.up, Vector2.down, Mathf.Infinity, groundingMask); hitRight.distance -= skinDepth; nextHitRight.distance -= skinDepth; - Debug.LogFormat("Hit Right: {0} Dist: {1} Next Hit Right: {2} Dist: {3}", hitRight, hitRight.distance, nextHitRight, nextHitRight.distance); // this is gross but because we're only placing blocks in unit // increments we can avoid rounding comparison errors by just // checking if the difference between this height and the next @@ -68,16 +66,21 @@ public class Seeker : MonoBehaviour { } private void detectPlayer() { + bool detected = false; if (detectPlayer(transform.position + Vector3.left * 1.22f, Vector3.left)) { velocity += Vector3.left * acceleration * Time.deltaTime; + detected = true; } if (detectPlayer(transform.position + Vector3.right * 1.22f, Vector3.right)) { velocity += Vector3.right * acceleration * Time.deltaTime; + detected = true; + } + if (!detected) { + velocity.x = 0; } } private bool detectPlayer(Vector3 start, Vector3 dir) { - 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