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Pits & cannons added to racetrack.

Modified the pit prefab (sorry Claire), the surrounding blocks clashed with neighbouring pits/walls/water/etc.
Starting the game will now take you to the 4-player alpha racetrack rather than Colour Collide.
Camera now scrolls along the racetrack level at a rate of 1 block per turn. Currently nothing happens to people who fall behind it, except that you can't see them.
Pets will no longer paint blocks in their colour. (I had to modify the ColorCollide.cs script for this, as I could not figure out how to turn a script into a .asset object as was done for ColorCollide.asset.)
Josh_Dev_branch
s3607057 (Angus Niven) 4 years ago
parent
commit
e5d12374c6
11 changed files with 96 additions and 518 deletions
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  8. +2
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  9. +2
    -2
      Assets/Scenes/RaceTrack 4-player alpha.unity
  10. +16
    -2
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Assets/Scenes/GameMode Scenes/RacetrackGameMode.unity View File

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Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs View File

@ -13,6 +13,7 @@ public class ColorGameMode : GameMode
public string nextScene = "ServerTestScene";
List<ClientData> ConnectedClients;
public Material OverlayMaterial;
public float scrollSpeed = 0.0f; //The rate at which the level will scroll past
public int RoundCount { get; private set; }
@ -23,6 +24,17 @@ public class ColorGameMode : GameMode
/// </summary>
protected override void OnRoundEnd(PlayerData[] allPlayers)
{
//Move the camera forward at a steady rate each round
if (scrollSpeed > 0.0f)
{
Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World);
Debug.Log("New camera position at x = " + Camera.main.transform.position.x);
}
else
{
Debug.Log("Not scrolling");
}
RoundCount++;
}
@ -45,7 +57,9 @@ public class ColorGameMode : GameMode
/// <param name="currentBlock">Block moved onto</param>
protected override void OnPlayerFinishedMove(Character character, ClientData client, Block currentBlock)
{
ClientData OwnedClient;
//Commented out because we don't do this in the racetrack mode, but I don't know what would break if I just deleted this
/*ClientData OwnedClient;
Material overlay = null;
if (isOwned(currentBlock, out OwnedClient))
{
@ -77,7 +91,7 @@ public class ColorGameMode : GameMode
BlocksOwned[client].Add(currentBlock);
if (overlay != null)
currentBlock.StartCoroutine(AnimateBlock(overlay, 0.25f));
currentBlock.StartCoroutine(AnimateBlock(overlay, 0.25f));*/
}
protected override void OnRoundStart(PlayerData[] allPlayers)

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