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
Modified the pit prefab (sorry Claire), the surrounding blocks clashed with neighbouring pits/walls/water/etc.
Starting the game will now take you to the 4-player alpha racetrack rather than Colour Collide.
Camera now scrolls along the racetrack level at a rate of 1 block per turn. Currently nothing happens to people who fall behind it, except that you can't see them.
Pets will no longer paint blocks in their colour. (I had to modify the ColorCollide.cs script for this, as I could not figure out how to turn a script into a .asset object as was done for ColorCollide.asset.)
made new smaller level for colour collide demo presentation
hard code four animals for players and changed the name shown in lobby so players know their animal and colour
created level scoreboard for amount of coloured gameobjects 10second timer, then loads the main scoreboard, ten second timer, then loads the new scene based on string given in inspector
allow texture to load through script
-Created block class
-Turned objects in scene to prefabs
-Moved Character movement out of update
-Added keyboard controll class
-Added some Utility classes
-Fixed some folders
- 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