Browse Source

Added boulder coroutine to raise and fall 2.0f

Josh_Dev_branch
Claire Peta 5 years ago
parent
commit
8809d906e3
6 changed files with 87 additions and 47 deletions
  1. +10
    -4
      Assets/Prefabs/Traps/CrushingBoulder.prefab
  2. +33
    -37
      Assets/Prefabs/Traps/InGroundTrap.prefab
  3. +2
    -2
      Assets/Scenes/SinglePlayer Levels/TuteLevelOne.unity
  4. +2
    -2
      Assets/Scenes/Trap Creation - Claire.unity
  5. +0
    -1
      Assets/Scripts/Traps/CannonShot.cs
  6. +40
    -1
      Assets/Scripts/Traps/CrushingBoulder.cs

+ 10
- 4
Assets/Prefabs/Traps/CrushingBoulder.prefab View File

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+ 33
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Assets/Prefabs/Traps/InGroundTrap.prefab View File

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+ 2
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Assets/Scenes/SinglePlayer Levels/TuteLevelOne.unity View File

@ -1,3 +1,3 @@
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size 201860

+ 2
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Assets/Scenes/Trap Creation - Claire.unity View File

@ -1,3 +1,3 @@
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+ 0
- 1
Assets/Scripts/Traps/CannonShot.cs View File

@ -56,7 +56,6 @@ public class CannonShot : MonoBehaviour
Destroy(gameObject);
}
void OnTriggerEnter(Collider other)
{
foreach (string name in Names)

+ 40
- 1
Assets/Scripts/Traps/CrushingBoulder.cs View File

@ -4,8 +4,47 @@ using UnityEngine;
public class CrushingBoulder : MonoBehaviour
{
public bool triggeranimate;
public bool triggeranimate1;
private void Update()
{
//for testing purposes
if (triggeranimate == true)
{
Animate();
triggeranimate = false;
}
//for testing purposes
if (triggeranimate1 == true)
{
returnToPosition();
triggeranimate1 = false;
}
}
IEnumerator FallRaiseCoroutine(float dropDistance)
{
float elapsedTime = 0;
Vector3 startPosition = transform.position;
Vector3 endPosition = new Vector3(transform.position.x, transform.position.y + dropDistance, transform.position.z);
float time = 0.8f;
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = endPosition;
}
public void Animate()
{
Debug.Log("abs");
StartCoroutine(FallRaiseCoroutine(-2.0f));
}
public void returnToPosition()
{
StartCoroutine(FallRaiseCoroutine(2.0f));
}
}

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