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diff --git a/Assets/Scenes/TuteLevelThree.unity b/Assets/Scenes/TuteLevelThree.unity
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diff --git a/Assets/Scenes/TuteLevelTwo.unity b/Assets/Scenes/TuteLevelTwo.unity
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diff --git a/Assets/Scripts/Character.cs b/Assets/Scripts/Character.cs
index 5b13df4..94f2806 100644
--- a/Assets/Scripts/Character.cs
+++ b/Assets/Scripts/Character.cs
@@ -4,146 +4,171 @@ using UnityEngine;
public class Character : MonoBehaviour
{
- #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
- }//end for
+ //Set Current Block and move
+ CurrentBlock = moveTo;
+ transform.position = CurrentBlock.VisualPosition;
+ }
- //Set Current Block and move
- CurrentBlock = moveTo;
- transform.position = CurrentBlock.VisualPosition;
- }
- #endregion Private Functions
+ #endregion Private Functions
}
\ No newline at end of file
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