From 5eccaa7245c52aefddf80f9b9befd87160d589a8 Mon Sep 17 00:00:00 2001 From: Claire Peta Date: Wed, 20 Mar 2019 12:26:45 +1100 Subject: [PATCH] - Created end portal effects - added character collision with portal and 'new blocks' (print to debug log for now) - added portal and new blocks to five tutorial scenes --- Assets/Materials/Ring 1.mat | 77 + Assets/Materials/Ring 1.mat.meta | 9 + Assets/Materials/Ring.mat | 77 + Assets/Materials/Ring.mat.meta | 9 + Assets/Materials/Smoke.mat | 77 + Assets/Materials/Smoke.mat.meta | 9 + Assets/Materials/Spark.mat | 77 + Assets/Materials/Spark.mat.meta | 9 + Assets/Materials/square.mat | 77 + Assets/Materials/square.mat.meta | 9 + Assets/Prefabs/End Portal.prefab | 22911 ++++++++++++++++++++++++ Assets/Prefabs/End Portal.prefab.meta | 9 + Assets/Scenes/TuteLevelFive.unity | 269 +- Assets/Scenes/TuteLevelFour.unity | 336 +- Assets/Scenes/TuteLevelOne.unity | 77 +- Assets/Scenes/TuteLevelThree.unity | 168 +- Assets/Scenes/TuteLevelTwo.unity | 166 +- Assets/Scripts/Character.cs | 299 +- Assets/Textures.meta | 8 + Assets/Textures/ring.png | 3 + Assets/Textures/ring.png.meta | 68 + Assets/Textures/shockwave01.png | 3 + Assets/Textures/shockwave01.png.meta | 76 + Assets/Textures/smoke.jpg | 3 + Assets/Textures/smoke.jpg.meta | 300 + ProjectSettings/ProjectSettings.asset | 4 +- 26 files changed, 24929 insertions(+), 201 deletions(-) create mode 100644 Assets/Materials/Ring 1.mat create mode 100644 Assets/Materials/Ring 1.mat.meta create mode 100644 Assets/Materials/Ring.mat create mode 100644 Assets/Materials/Ring.mat.meta create mode 100644 Assets/Materials/Smoke.mat create mode 100644 Assets/Materials/Smoke.mat.meta create mode 100644 Assets/Materials/Spark.mat create mode 100644 Assets/Materials/Spark.mat.meta create mode 100644 Assets/Materials/square.mat create mode 100644 Assets/Materials/square.mat.meta create mode 100644 Assets/Prefabs/End Portal.prefab create mode 100644 Assets/Prefabs/End Portal.prefab.meta create mode 100644 Assets/Textures.meta create mode 100644 Assets/Textures/ring.png create mode 100644 Assets/Textures/ring.png.meta create mode 100644 Assets/Textures/shockwave01.png create mode 100644 Assets/Textures/shockwave01.png.meta create mode 100644 Assets/Textures/smoke.jpg create mode 100644 Assets/Textures/smoke.jpg.meta diff --git a/Assets/Materials/Ring 1.mat b/Assets/Materials/Ring 1.mat new file mode 100644 index 0000000..f31d018 --- /dev/null +++ b/Assets/Materials/Ring 1.mat @@ -0,0 +1,77 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Ring 1 + m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - 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#region Inspector Fields - [SerializeField] - [Tooltip("Will move to this block at start, else will try and find a block below")] - private Block CurrentBlock; - - [SerializeField] - [Tooltip("Layers to ignore when checking for blocks")] - private LayerMask Ignore; - #endregion Inspector Fields - - #region Unity Functions - private void Awake() - { - //If no starting block find one below it - if (CurrentBlock == null) - Block.isBlockAtPosition(transform.position + Vector3.down/2, 1, ~Ignore, out CurrentBlock); - - //move to starting block - transform.position = CurrentBlock.VisualPosition; - } - #endregion Unity Functions - - #region Class Implementation - /// - /// Moves one block in specefied direction, Can walk off obstacles - /// - /// direction to walk - /// Technically is same as JumpLong(1) but kept seperate to avoid confusion - public void Move(Direction direction) - { - //setting up variables - Vector3 position = CurrentBlock.position + direction.ToVector(transform); // position wanted - Block hit; //output of block detection - Block moveTo = CurrentBlock; //block we'll actually move to - - //if move is obstucted no where to move - if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore)) - return; - - - //If block at Position is walkable set it to moveTo - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - moveTo = hit; + #region Inspector Fields + + [SerializeField] + [Tooltip ("Will move to this block at start, else will try and find a block below")] + private Block CurrentBlock; + + [SerializeField] + [Tooltip ("Layers to ignore when checking for blocks")] + private LayerMask Ignore; + + #endregion Inspector Fields + + #region Unity Functions + + private void Awake () + { + //If no starting block find one below it + if (CurrentBlock == null) + Block.isBlockAtPosition (transform.position + Vector3.down / 2, 1, ~Ignore, out CurrentBlock); + + //move to starting block + transform.position = CurrentBlock.VisualPosition; + } + + #endregion Unity Functions + + #region Class Implementation + + /// + /// Moves one block in specefied direction, Can walk off obstacles + /// + /// direction to walk + /// Technically is same as JumpLong(1) but kept seperate to avoid confusion + public void Move (Direction direction) + { + //setting up variables + Vector3 position = CurrentBlock.position + direction.ToVector (transform); // position wanted + Block hit; //output of block detection + Block moveTo = CurrentBlock; //block we'll actually move to + + //if move is obstucted no where to move + if (Block.isBlockAtPosition (position + Vector3.up, 1, ~Ignore)) + return; + + + //If block at Position is walkable set it to moveTo + if (Block.isBlockAtPosition (position, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore)) + moveTo = hit; //else if block down one is walkable - else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - moveTo = hit; - - //set current block && move - CurrentBlock = moveTo; - transform.position = CurrentBlock.VisualPosition; - } - - /// - /// Rotates to point in specific direction based on current direction - /// - /// Local direction to point - public void Rotate(Direction direction) - { - transform.forward = direction.ToVector(transform); - } - - /// - /// Jumps in specefied direction, picks between Long Jump and Jumping up - /// - /// Direction to Jump - public void Jump(Direction direction) - { - //if there is a block infront JumpUp else LongJump - if (Block.isBlockAtPosition(CurrentBlock.position + direction.ToVector(transform) + Vector3.up, 1, ~Ignore)) - JumpUp(direction); - else - JumpLong(direction); - } - #endregion Class Implementation - - #region Private Functions - /// - /// Jumps up obstacle of specific height. Jumps as high as possible - /// - /// Direction of obstacle - /// max height - private void JumpUp(Direction direction,int height = 1) - { - //setting up variables - Vector3 position; // position wanted - Block hit; //output of block detection - Block moveTo = CurrentBlock; //block we'll actually move to - - //Check blocks in going up then move to the heighest walkable one - for (int i = 0; i <= height; i++) - { - //next position up the tower - position = CurrentBlock.position + direction.ToVector(transform) + (Vector3.up * i); - - //if block is walkable set it to last known position - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - moveTo = hit; - } - - //set current block && move - CurrentBlock = moveTo; - transform.position = CurrentBlock.VisualPosition; - } - - /// - /// Long jumps forward a specified distance. Can Jump gaps. Stops at obstruction - /// - /// Direction to Jump - /// Max distance - private void JumpLong(Direction direction, int Distance = 2) - { - //setting up variables - Vector3 position; // position wanted - Block hit; //output of block detection - Block moveTo = CurrentBlock; //block we'll actually move to - - //Check blocks in front until we hit an obstruction or went the distance - for (int i = 1; i <= Distance; i++) - { - //Next position to MoveTo - position = CurrentBlock.position + (direction.ToVector(transform) * i); - - //if jump is obstructed, stop and go to last known block - if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore)) - break; - - - //If block at Position is walkable set it to last known position - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - moveTo = hit; + else if (Block.isBlockAtPosition (position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore)) + moveTo = hit; + + //set current block && move + CurrentBlock = moveTo; + transform.position = CurrentBlock.VisualPosition; + } + + /// + /// Upon collision with a floating block, collect its + /// Upon collision with the end portal, end of level + /// + /// name of collided object + void OnTriggerEnter (Collider other) + { + if (other.gameObject.CompareTag ("New Block")) { + other.gameObject.SetActive (false); + Debug.Log ("You picked up a new coding block!"); + } + if (other.gameObject.CompareTag ("End Portal")) { + //Application.LoadLevel + Debug.Log ("You finished this level!"); + } + } + + + + /// + /// Rotates to point in specific direction based on current direction + /// + /// Local direction to point + public void Rotate (Direction direction) + { + transform.forward = direction.ToVector (transform); + } + + /// + /// Jumps in specefied direction, picks between Long Jump and Jumping up + /// + /// Direction to Jump + public void Jump (Direction direction) + { + //if there is a block infront JumpUp else LongJump + if (Block.isBlockAtPosition (CurrentBlock.position + direction.ToVector (transform) + Vector3.up, 1, ~Ignore)) + JumpUp (direction); + else + JumpLong (direction); + } + + #endregion Class Implementation + + #region Private Functions + + /// + /// Jumps up obstacle of specific height. Jumps as high as possible + /// + /// Direction of obstacle + /// max height + private void JumpUp (Direction direction, int height = 1) + { + //setting up variables + Vector3 position; // position wanted + Block hit; //output of block detection + Block moveTo = CurrentBlock; //block we'll actually move to + + //Check blocks in going up then move to the heighest walkable one + for (int i = 0; i <= height; i++) { + //next position up the tower + position = CurrentBlock.position + direction.ToVector (transform) + (Vector3.up * i); + + //if block is walkable set it to last known position + if (Block.isBlockAtPosition (position, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore)) + moveTo = hit; + } + + //set current block && move + CurrentBlock = moveTo; + transform.position = CurrentBlock.VisualPosition; + } + + /// + /// Long jumps forward a specified distance. Can Jump gaps. Stops at obstruction + /// + /// Direction to Jump + /// Max distance + private void JumpLong (Direction direction, int Distance = 2) + { + //setting up variables + Vector3 position; // position wanted + Block hit; //output of block detection + Block moveTo = CurrentBlock; //block we'll actually move to + + //Check blocks in front until we hit an obstruction or went the distance + for (int i = 1; i <= Distance; i++) { + //Next position to MoveTo + position = CurrentBlock.position + (direction.ToVector (transform) * i); + + //if jump is obstructed, stop and go to last known block + if (Block.isBlockAtPosition (position + Vector3.up, 1, ~Ignore)) + break; + + + //If block at Position is walkable set it to last known position + if (Block.isBlockAtPosition (position, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore)) + moveTo = hit; //else if block down one is walkable - else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - moveTo = hit; + else if (Block.isBlockAtPosition (position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore)) + moveTo = hit; + + }//end for - 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