ClairePeta
6506309950
Fixed character play order,
checked max players (it was already 8?!?),
fixed timing on the boulder and crystals - less inbetween wait time = less time between rounds
5 years ago
ClairePeta
e52227703c
Toggled a whole bunch of debug.Logs because they were killing me and slowing the loading time for the game.
Got blocks spawning based on the players locations
Removed duplicate logic blocks(Correct colours are back!)
5 years ago
ClairePeta
6bfb58f4be
Finished the environment turns for the traps
Added fog to the camera
5 years ago
Joshua Reason
5ee1be61f3
Conveyorbelt works
5 years ago
ClairePeta
e03b0951cd
Player is 'dead' when lives reach zero, client scene stays in 'waiting for players'
server doesnt wait for 'dead' players move list
character for now dissappears
5 years ago
Joshua Reason
4eee92e17e
Started making htings more OO
5 years ago
Claire Peta
35798a69d2
Fix prefab + script issue for inground trap
clean testing code + comments
5 years ago
ClairePeta
27ef03ad62
Separated the traps that need to be called after each turn and then after each round in the traps script
Tested it in the racetrack scene it gets a list of all the objects at runtime so when the functions are called will trigger them one at a time.
Also got the characters moving correctly with the conveyor belts and the shooting cannon.
5 years ago
ClairePeta
92b845258f
Checked with single player for the collision with traps.
Corrected the connectedclients list
Still need to set up the environment turn to trigger the animations
5 years ago
Claire Peta
77315b21b4
last push from class
5 years ago
Claire Peta
8809d906e3
Added boulder coroutine to raise and fall 2.0f
5 years ago
Claire Peta
b72f2d042c
Cannon, Water, Crystals and Conveyor all scripted and working with character animation
Only tested in tutorial scene and hard coded the "Character" name, set up to get names or characters animals based on the connected clients list, but has yet to be tested
5 years ago
s3607057 (Angus Niven)
0f9d8df6bc
Implemented appropriate behaviour for having fallen into a hole: character loses their remaining moves for the round, respawns minus one life if they fell into a pit, or may jump out if they're in water. Changes to the FloatingOnWater prefab were necessary both to make the lose-your-remaining moves functions work (the block undernearth with the isWalkable and isWater flags), and to make it possible to fall into water on my build (shifting the box collider down by 1). If the latter causes issues on Claire's build, it can be reverted without affecting the rest of this commit, until we figure out how to make it work on all our machines.
5 years ago
ClairePeta
170c11a7e3
Cannon fixed and tested - need to limit the pushing of the character!
5 years ago
ClairePeta
3ed20990ef
Trap scripts finished - for now - starting testing and will adjust if needed.
Changed the prefab for the cannon to instantiate the shooting object each time, and a bool to specify if it will push characters left or right, made it easier for figuring it out and calling the right coroutine
added coroutines to character script
5 years ago
ClairePeta
e5cf27b937
Work in Progress - Scripting up Traps
5 years ago