From 45bf45d77526eaaac51a2b60ead58b68b0a5b824 Mon Sep 17 00:00:00 2001 From: Claire Peta Date: Sun, 17 Mar 2019 14:20:26 +1100 Subject: [PATCH] - 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 --- Assets/Materials.meta | 8 + Assets/Materials/Character.mat | 77 + Assets/Materials/Character.mat.meta | 8 + Assets/Materials/Grass_One.mat | 77 + Assets/Materials/Grass_One.mat.meta | 8 + Assets/Materials/Grass_Two.mat | 77 + Assets/Materials/Grass_Two.mat.meta | 8 + Assets/Materials/Stump_Obstacle.mat | 77 + Assets/Materials/Stump_Obstacle.mat.meta | 8 + Assets/Materials/Water_Obstacle.mat | 77 + Assets/Materials/Water_Obstacle.mat.meta | 8 + Assets/Prefabs.meta | 8 + Assets/Prefabs/Character.prefab | 400 ++ Assets/Prefabs/Character.prefab.meta | 7 + Assets/Scenes/TuteLevelFive.unity | 4702 ++++++++++++++++++++++ Assets/Scenes/TuteLevelFive.unity.meta | 7 + Assets/Scenes/TuteLevelFour.unity | 2791 +++++++++++++ Assets/Scenes/TuteLevelFour.unity.meta | 7 + Assets/Scenes/TuteLevelOne.unity | 1244 ++++++ Assets/Scenes/TuteLevelOne.unity.meta | 7 + Assets/Scenes/TuteLevelThree.unity | 1153 ++++++ Assets/Scenes/TuteLevelThree.unity.meta | 7 + Assets/Scenes/TuteLevelTwo.unity | 1288 ++++++ Assets/Scenes/TuteLevelTwo.unity.meta | 7 + Assets/Scripts/OverlapBoxExample.cs | 57 + Assets/Scripts/OverlapBoxExample.cs.meta | 11 + Assets/Scripts/characterMovement.cs | 58 + Assets/Scripts/characterMovement.cs.meta | 11 + 28 files changed, 12198 insertions(+) create mode 100644 Assets/Materials.meta create mode 100644 Assets/Materials/Character.mat create mode 100644 Assets/Materials/Character.mat.meta create mode 100644 Assets/Materials/Grass_One.mat create mode 100644 Assets/Materials/Grass_One.mat.meta create mode 100644 Assets/Materials/Grass_Two.mat create mode 100644 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a/Assets/Scripts/OverlapBoxExample.cs b/Assets/Scripts/OverlapBoxExample.cs new file mode 100644 index 0000000..cecf0a4 --- /dev/null +++ b/Assets/Scripts/OverlapBoxExample.cs @@ -0,0 +1,57 @@ +//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); + } +} \ No newline at end of file diff --git a/Assets/Scripts/OverlapBoxExample.cs.meta b/Assets/Scripts/OverlapBoxExample.cs.meta new file mode 100644 index 0000000..8b3b63b --- /dev/null +++ b/Assets/Scripts/OverlapBoxExample.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 59410bc2a512af44880241e461215082 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/characterMovement.cs b/Assets/Scripts/characterMovement.cs new file mode 100644 index 0000000..7698f10 --- /dev/null +++ b/Assets/Scripts/characterMovement.cs @@ -0,0 +1,58 @@ +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; + } + + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/characterMovement.cs.meta b/Assets/Scripts/characterMovement.cs.meta new file mode 100644 index 0000000..6ec692d --- /dev/null +++ b/Assets/Scripts/characterMovement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 73c2eff8a9a01a44bb9b2c007539fc60 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: