making the level in blender now

master
Jordan Orelli 5 years ago
parent 910b9ce773
commit 94a4d1d0cd

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@ -16,7 +16,7 @@ public class CameraController : MonoBehaviour {
networking.CheckForMessages(); networking.CheckForMessages();
if (player) { if (player) {
transform.position = new Vector3(player.position.x-4, player.position.y+4, player.position.z-8); transform.position = new Vector3(player.position.x-1, player.position.y+4, player.position.z-8);
transform.LookAt(player); transform.LookAt(player);
} }
} }

@ -0,0 +1,78 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FallingSpike : MonoBehaviour {
public float fallAcceleration = 25f;
public float maxFallSpeed = 12.5f;
public Collider stopper;
public int numRays = 2;
public LayerMask collisionMask;
public float fallSpeed = 0f;
public bool isFalling = false;
public bool doneFalling = false;
private RaycastOrigins raycastOrigins;
private Vector3 startPosition;
// Start is called before the first frame update
void Start() {
startPosition = transform.position;
}
// Update is called once per frame
void Update() {
if (isFalling && !doneFalling) {
SetRayOrigins();
fallSpeed += fallAcceleration * Time.deltaTime;
if (fallSpeed > maxFallSpeed) {
fallSpeed = maxFallSpeed;
}
float dx = fallSpeed * Time.deltaTime;
if (Vector3.Distance(transform.position, startPosition) > 0.5f) {
RaycastHit hit;
if (Physics.Raycast(raycastOrigins.left, Vector3.down, out hit, dx, collisionMask) ||
Physics.Raycast(raycastOrigins.right, Vector3.down, out hit, dx, collisionMask)) {
Debug.LogFormat("the spike hit something: {0}", hit);
dx = hit.distance;
doneFalling = true;
isFalling = false;
}
}
transform.Translate(dx * Vector3.down);
}
}
void OnTriggerEnter(Collider other) {
Debug.LogFormat("Falling spike collided with other: {0}", other);
PlayerController player = other.GetComponent<PlayerController>();
if (player) {
StartFalling();
}
}
void StartFalling() {
if (isFalling) {
return;
}
isFalling = true;
}
void SetRayOrigins() {
Bounds bounds = stopper.bounds;
raycastOrigins.left = new Vector3(bounds.min.x, bounds.min.y, 0);
raycastOrigins.right = new Vector3(bounds.max.x, bounds.min.y, 0);
}
struct RaycastOrigins {
public Vector3 left;
public Vector3 right;
}
}

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@ -59,6 +59,9 @@ public class MoveController : MonoBehaviour
} }
float slopeAngle = Vector3.Angle(hit.normal, Vector3.up); float slopeAngle = Vector3.Angle(hit.normal, Vector3.up);
if (i == 0 && slopeAngle <= maxClimbAngle) { if (i == 0 && slopeAngle <= maxClimbAngle) {
// if uh we're descending a slope and encounter another slope
// actually no we're not descending a slope we're climbing the
// other one.
if (collisions.descendingSlope) { if (collisions.descendingSlope) {
collisions.descendingSlope = false; collisions.descendingSlope = false;
velocity = collisions.velocityOld; velocity = collisions.velocityOld;

@ -7,7 +7,7 @@ public class PlayerController : MonoBehaviour {
public float jumpHeight = 4f; public float jumpHeight = 4f;
public float jumpDuration = 0.4f; public float jumpDuration = 0.4f;
public float moveSpeed = 6f; public float moveSpeed = 6f;
public float accelerationTimeAirborne = 0.2f; public float accelerationTimeAirborne = 0.1f;
public float accelerationTimeGrounded = 0.05f; public float accelerationTimeGrounded = 0.05f;
public Canvas hud; public Canvas hud;
public GameObject soulPrefab; public GameObject soulPrefab;

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