Browse Source

- Five Tutorial level creation

- Character move forward, rotate left and right, jump functions(up onto and over)
- Character stops if object/obstacle in the way
- Implemented with keyboard control
- Wall collider tester in TuteLevelOne
Josh_Dev_branch
Claire Peta 5 years ago
parent
commit
45bf45d775
28 changed files with 12198 additions and 0 deletions
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//Attach this script to your GameObject. This GameObject doesn’t need to have a Collider component
//Set the Layer Mask field in the Inspector to the layer you would like to see collisions in (set to Everything if you are unsure).
//Create a second Gameobject for testing collisions. Make sure your GameObject has a Collider component (if it doesn’t, click on
//the Add Component button in the GameObject’s Inspector, and go to Physics>Box Collider).
//Place it so it is overlapping your other GameObject.
//Press Play to see the console output the name of your second GameObject
//This script uses the OverlapBox that creates an invisible Box Collider that detects multiple collisions with other colliders.
//The OverlapBox in this case is the same size and position as the GameObject you attach it to (acting as a replacement for the BoxCollider component).
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OverlapBoxExample : MonoBehaviour
{
bool m_Started;
public LayerMask m_LayerMask;
public Collider[] hitColliders;
void Start()
{
//Use this to ensure that the Gizmos are being drawn when in Play Mode.
m_Started = true;
}
void FixedUpdate()
{
MyCollisions();
}
void MyCollisions()
{
//Use the OverlapBox to detect if there are any other colliders within this box area.
//Use the GameObject's centre, half the size (as a radius) and rotation. This creates an invisible box around your GameObject.
hitColliders = Physics.OverlapBox(gameObject.transform.position, transform.localScale / 2, Quaternion.identity, m_LayerMask);
int i = 0;
//Check when there is a new collider coming into contact with the box
while (i < hitColliders.Length)
{
//Output all of the collider names
//Debug.Log("Hit : " + hitColliders[i].name + i);
//Increase the number of Colliders in the array
i++;
}
}
//Draw the Box Overlap as a gizmo to show where it currently is testing. Click the Gizmos button to see this
void OnDrawGizmos()
{
Gizmos.color = Color.red;
//Check that it is being run in Play Mode, so it doesn't try to draw this in Editor mode
if (m_Started)
//Draw a cube where the OverlapBox is (positioned where your GameObject is as well as a size)
Gizmos.DrawWireCube(transform.position, transform.localScale);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Character: MonoBehaviour
{
bool move = true;
bool floorFound = false;
Vector3 halfJump = new Vector3 (1.0f, 0.5f, 1.0f);
void Update ()
{
if (Input.GetKeyDown (KeyCode.LeftArrow)) {
transform.rotation = Quaternion.Euler (transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y - 90, transform.rotation.eulerAngles.z);
}
if (Input.GetKeyDown (KeyCode.RightArrow)) {
transform.rotation = Quaternion.Euler (transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y + 90, transform.rotation.eulerAngles.z);
}
if (Input.GetKeyDown (KeyCode.UpArrow)) {
OverlapBoxExample childScript = this.transform.GetChild (2).GetComponent < OverlapBoxExample > ();
if(transform.position.y < 1.5){
foreach (Collider x in childScript.hitColliders) {
if (x.name == "Wall" || x.name == "Stump" || x.name == "Water") {
move = false;
break;
}
}
if (move == true ) {
transform.position -= transform.forward;
}
}else{
transform.position -= transform.forward;
transform.position -= Vector3.Scale(halfJump , transform.up);
}
}
if (Input.GetKeyUp (KeyCode.UpArrow)) {
move = true;
}
if (Input.GetKeyDown (KeyCode.Space)) {
OverlapBoxExample childScript = this.transform.GetChild (2).GetComponent < OverlapBoxExample > ();
foreach (Collider x in childScript.hitColliders) {
//Debug.Log(x.name);
if (x.name == "Stump" && transform.position.y < 1.5) {
transform.position -= transform.forward;
transform.position += Vector3.Scale(halfJump , transform.up);
break;
} else if (x.name == "Water") {
transform.position -= transform.forward;
transform.position += Vector3.Scale(halfJump , transform.up);
transform.position -= transform.forward;
transform.position -= Vector3.Scale(halfJump , transform.up);
break;
}
}
}
}
}

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