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Assets/Prefabs/King/Goo.prefab create mode 100644 Assets/Prefabs/King/Goo.prefab.meta rename Assets/Scenes/{ => Demos}/KingAbilitesTest.unity (85%) rename Assets/Scenes/{ => Demos}/KingAbilitesTest.unity.meta (100%) create mode 100644 Assets/Scripts/KingAbilities/Goo.cs create mode 100644 Assets/Scripts/KingAbilities/Goo.cs.meta create mode 100644 Assets/Scripts/KingAbilities/Slime.cs create mode 100644 Assets/Scripts/KingAbilities/Slime.cs.meta diff --git a/Assets/Materials/PlayerCapsuleMaterial.mat b/Assets/Materials/PlayerCapsuleMaterial.mat index 1c2f394..794ba3a 100644 --- a/Assets/Materials/PlayerCapsuleMaterial.mat +++ b/Assets/Materials/PlayerCapsuleMaterial.mat @@ -67,8 +67,8 @@ Material: - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 - - _RimAmount: 0.464 - - _RimThreshold: 0.491 + - _RimAmount: 0 + - _RimThreshold: 0 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 diff --git a/Assets/Prefabs/King.meta b/Assets/Prefabs/King.meta new file mode 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+++ b/Assets/Scripts/KingAbilities/Goo.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Goo : MonoBehaviour +{ + int Lifetime = 0; + + void FixedUpdate() { + Lifetime++; + if(Lifetime == 550) { + Destruction(); + } + } + + //Makes the player sliperly whenever they step on the goo + void OnTriggerEnter(Collider other) { + Debug.Log("Slippy!"); + GameObject player = other.gameObject;//Turns the collider into a game object + player.GetComponent().Traction = 1.5f;//Make it slippy + } + + void Destruction() { + Destroy(gameObject); + } +} diff --git a/Assets/Scripts/KingAbilities/Goo.cs.meta b/Assets/Scripts/KingAbilities/Goo.cs.meta new file mode 100644 index 0000000..35d2ba6 --- /dev/null +++ b/Assets/Scripts/KingAbilities/Goo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3b6c921b5d2c15a4cb9e536856c88cf6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/KingAbilities/Slime.cs b/Assets/Scripts/KingAbilities/Slime.cs new file mode 100644 index 0000000..f7e7cf3 --- /dev/null +++ b/Assets/Scripts/KingAbilities/Slime.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Slime : MonoBehaviour +{ + float MoveDir; + int GooTimer = 0; + Vector3 offset = new Vector3(0.0f, 0.4f, 0.0f); + public GameObject Goo; + public GameObject Folder; + public int StartPos = -29; + public int EndPos = -57; + // Start is called before the first frame update + void Start() + { + MoveDir = Time.deltaTime; + } + + // FixedUpdate is called once per .02 seconds (or 50 times a second) + void FixedUpdate() + { + //create goo underneath them slime + if (GooTimer == 6) { + GameObject GooTrail = null; + GooTrail = Instantiate(Goo, transform.position - offset, transform.rotation); + GooTrail.transform.parent = Folder.transform; + GooTimer = 0; + } + //attempt to move forward (Raycast for objects, how to make sure it didn't fall off a cliff?) + if (transform.position.z >= StartPos || transform.position.z <= EndPos) {//Rough way of keeping turning it around when it reaches an end + MoveDir = -MoveDir; + } + //if can't Turn around 180 degrees + //otherwise actually move forward + transform.Translate(0, 0, MoveDir); + GooTimer++; + } + + void OnTriggerStay(Collider other) { + //slow down player + GameObject player = other.gameObject;//Turns the collider into a game object + //Get the Player's speed + float CurVel = player.GetComponent().CurVel; + player.GetComponent().CurVel = CurVel - (CurVel/10); + //Cut it in half? + } + +} diff --git a/Assets/Scripts/KingAbilities/Slime.cs.meta b/Assets/Scripts/KingAbilities/Slime.cs.meta new file mode 100644 index 0000000..d3edccd --- /dev/null +++ b/Assets/Scripts/KingAbilities/Slime.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 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mode 100644 Assets/Scripts/KingAbilities.meta delete mode 100644 Assets/Scripts/KingAbilities/Bumper.cs delete mode 100644 Assets/Scripts/KingAbilities/Bumper.cs.meta delete mode 100644 Assets/Scripts/KingAbilities/Goo.cs delete mode 100644 Assets/Scripts/KingAbilities/Goo.cs.meta delete mode 100644 Assets/Scripts/KingAbilities/Slime.cs delete mode 100644 Assets/Scripts/KingAbilities/Slime.cs.meta diff --git a/Assets/Scenes/Demos/KingAbilitesTest.unity b/Assets/Scenes/Demos/KingAbilitesTest.unity index 0ffcddc..92ce348 100644 --- a/Assets/Scenes/Demos/KingAbilitesTest.unity +++ b/Assets/Scenes/Demos/KingAbilitesTest.unity @@ -214,7 +214,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 14049520} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: -8.9, y: 1.15, z: 2.75} + m_LocalPosition: {x: -8.9, y: 1.15, z: -3.9} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 0} @@ -232,6 +232,101 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 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collides with the bumper - void OnTriggerEnter(Collider other) { - //Debug.Log("Bump!"); - GameObject player = other.gameObject;//Turns the collider into a game object - Vector3 DirBump = player.GetComponent().vel * -1;//Inverts the Player Velocity - DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction - player.GetComponent().AddImpact(DirBump, 200); //Launches tthe player directly away from the bumper - } -} diff --git a/Assets/Scripts/KingAbilities/Bumper.cs.meta b/Assets/Scripts/KingAbilities/Bumper.cs.meta deleted file mode 100644 index 8908b25..0000000 --- a/Assets/Scripts/KingAbilities/Bumper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 204dc1e4ca638924caabaa45df29d9d1 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/KingAbilities/Goo.cs b/Assets/Scripts/KingAbilities/Goo.cs deleted file mode 100644 index 87f3441..0000000 --- a/Assets/Scripts/KingAbilities/Goo.cs +++ /dev/null @@ -1,26 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class Goo : MonoBehaviour -{ - int Lifetime = 0; - - void FixedUpdate() { - Lifetime++; - if(Lifetime == 550) { - Destruction(); - } - } - - //Makes the player sliperly whenever they step on the goo - void OnTriggerEnter(Collider other) { - Debug.Log("Slippy!"); - GameObject player = other.gameObject;//Turns the collider into a game object - player.GetComponent().Traction = 1.5f;//Make it slippy - } - - void Destruction() { - Destroy(gameObject); - } -} diff --git a/Assets/Scripts/KingAbilities/Goo.cs.meta b/Assets/Scripts/KingAbilities/Goo.cs.meta deleted file mode 100644 index 35d2ba6..0000000 --- a/Assets/Scripts/KingAbilities/Goo.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3b6c921b5d2c15a4cb9e536856c88cf6 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null; - GooTrail = Instantiate(Goo, transform.position - offset, transform.rotation); - GooTrail.transform.parent = Folder.transform; - GooTimer = 0; - } - //attempt to move forward (Raycast for objects, how to make sure it didn't fall off a cliff?) - if (transform.position.z >= StartPos || transform.position.z <= EndPos) {//Rough way of keeping turning it around when it reaches an end - MoveDir = -MoveDir; - } - //if can't Turn around 180 degrees - //otherwise actually move forward - transform.Translate(0, 0, MoveDir); - GooTimer++; - } - - void OnTriggerStay(Collider other) { - //slow down player - GameObject player = other.gameObject;//Turns the collider into a game object - //Get the Player's speed - float CurVel = player.GetComponent().CurVel; - player.GetComponent().CurVel = CurVel - (CurVel/10); - //Cut it in half? - } - -} diff --git a/Assets/Scripts/KingAbilities/Slime.cs.meta b/Assets/Scripts/KingAbilities/Slime.cs.meta deleted file mode 100644 index d3edccd..0000000 --- a/Assets/Scripts/KingAbilities/Slime.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 16272419deebd26418bee88aca87e679 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index ab274e7..9b112a5 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -8,6 +8,7 @@ TagManager: - kickable - PlayerCam - HookPoint + - Weather layers: - Default - TransparentFX @@ -15,7 +16,7 @@ TagManager: - Player - Water - UI - - + - Weather - - - diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 09824fb..bb1c232 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -6,32 +6,35 @@ EditorUserSettings: serializedVersion: 4 m_ConfigSettings: 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RecentlyUsedScenePath-5: value: 22424703114646680e0b0227036c6b19021b1d192f2d2835633c133af6f9 flags: 0 - RecentlyUsedScenePath-8: + RecentlyUsedScenePath-6: value: 22424703114646680e0b0227036c7b151b180b6505263035233d1221fbd33134e7e422e0e8347129370bfb25 flags: 0 + RecentlyUsedScenePath-7: + value: 22424703114646680e0b0227036c7b151b180b650d262f3d192c0e27d1e33136e7a923e7ee2e26 + flags: 0 + RecentlyUsedScenePath-8: + value: 22424703114646680e0b0227036c7b151b180b650721283704240d7df7ee3d2cfb + flags: 0 + RecentlyUsedScenePath-9: + value: 22424703114646680e0b0227036c7b151b180b65072128370c2b143febf4312bd6e225fda92f31352d1b + flags: 0 UnityRemoteCompression: value: 337f73 flags: 0 From f20dbd60323e05a34ce9ae9df89007633de20965 Mon Sep 17 00:00:00 2001 From: Katherine <60979280+KatherineRude@users.noreply.github.com> Date: Wed, 17 Nov 2021 12:27:35 -0600 Subject: [PATCH 3/3] Implemented Hail and reoganised Abilities >Hail is spawned at a rondom spot in an area >Hail creates a Shadow directly underneath it >Hail falls, and shadow scales to the correct size >Abilites moved into their own folder >King Implementation Scene Created and King Movement Created --- Assets/Prefabs/King/Hail.prefab | 128 ++ Assets/Prefabs/King/Hail.prefab.meta | 7 + Assets/Prefabs/King/Shadow.prefab | 83 + Assets/Prefabs/King/Shadow.prefab.meta | 7 + Assets/Scenes/Demos/KingImp.unity | 1951 +++++++++++++++++ Assets/Scenes/Demos/KingImp.unity.meta | 7 + Assets/Scripts/KingScripts.meta | 8 + Assets/Scripts/KingScripts/KingAbilities.meta | 8 + .../KingScripts/KingAbilities/Boulder.cs | 34 + .../KingScripts/KingAbilities/Boulder.cs.meta | 11 + .../KingScripts/KingAbilities/Bumper.cs | 15 + .../KingScripts/KingAbilities/Bumper.cs.meta | 11 + .../Scripts/KingScripts/KingAbilities/Goo.cs | 26 + .../KingScripts/KingAbilities/Goo.cs.meta | 11 + .../Scripts/KingScripts/KingAbilities/Hail.cs | 52 + .../KingScripts/KingAbilities/Hail.cs.meta | 11 + .../KingScripts/KingAbilities/HailArea.cs | 43 + .../KingAbilities/HailArea.cs.meta | 11 + .../KingScripts/KingAbilities/Slime.cs | 49 + .../KingScripts/KingAbilities/Slime.cs.meta | 11 + .../Scripts/KingScripts/KingAbilities/Wind.cs | 19 + .../KingScripts/KingAbilities/Wind.cs.meta | 11 + Assets/Scripts/KingScripts/KingMove.cs | 40 + Assets/Scripts/KingScripts/KingMove.cs.meta | 11 + ProjectSettings/TimelineSettings.asset | 15 + 25 files changed, 2580 insertions(+) create mode 100644 Assets/Prefabs/King/Hail.prefab create mode 100644 Assets/Prefabs/King/Hail.prefab.meta create mode 100644 Assets/Prefabs/King/Shadow.prefab create mode 100644 Assets/Prefabs/King/Shadow.prefab.meta create mode 100644 Assets/Scenes/Demos/KingImp.unity create mode 100644 Assets/Scenes/Demos/KingImp.unity.meta create mode 100644 Assets/Scripts/KingScripts.meta create mode 100644 Assets/Scripts/KingScripts/KingAbilities.meta create mode 100644 Assets/Scripts/KingScripts/KingAbilities/Boulder.cs create mode 100644 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b/Assets/Scripts/KingScripts/KingAbilities/Boulder.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Boulder : MonoBehaviour +{ + private Rigidbody boulder; + + void Start() { + boulder = GetComponent();//Gets the rigidbody attached to the bolder + } + + void OnTriggerEnter(Collider other) { + if (other.tag == "Player") { + GameObject player = other.gameObject;//Turns the collider into a game object + Vector3 Dir = boulder.velocity;//Finds the bolder's velocity + float Power = boulder.velocity.magnitude * 250;//Finds the power of the boulder by using it's velocity and a scaler + Dir = Vector3.Normalize(Dir);//Normalizes the vector to be used as a knockback direction + player.GetComponent().AddImpact(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed + } + } + + //Coppied from player for easy Boulder Testing/Demonstration + void FixedUpdate() { + Respawn(); + } + + private void Respawn() + { + if (transform.position.y < -1) { + transform.position = new Vector3(74.67f, 34.68f, 7.15f); + } + } +} diff --git a/Assets/Scripts/KingScripts/KingAbilities/Boulder.cs.meta b/Assets/Scripts/KingScripts/KingAbilities/Boulder.cs.meta new file mode 100644 index 0000000..cdff8cd --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Boulder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 502e1c22be3238645a39762fd220d3b4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs b/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs new file mode 100644 index 0000000..75e145d --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs @@ -0,0 +1,15 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Bumper : MonoBehaviour { + + // Is called whenever something collides with the bumper + void OnTriggerEnter(Collider other) { + //Debug.Log("Bump!"); + GameObject player = other.gameObject;//Turns the collider into a game object + Vector3 DirBump = player.GetComponent().vel * -1;//Inverts the Player Velocity + DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction + player.GetComponent().AddImpact(DirBump, 200); //Launches tthe player directly away from the bumper + } +} diff --git a/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs.meta b/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs.meta new file mode 100644 index 0000000..8908b25 --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 204dc1e4ca638924caabaa45df29d9d1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff 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new Vector3(hail.transform.position.x, 0, hail.transform.position.z);//Sets it properly directly under the hail + ShadTemp.transform.localScale = new Vector3(ShadStSz, 0, ShadStSz);//Scales it to the proper start size + m = (hail.transform.localScale.x - ShadStSz) / 30;//Find the proper rate of growth + } + + void FixedUpdate() { + float y = m * (hail.transform.position.y-30) + ShadStSz;//Find the proper current size + ShadTemp.transform.localScale = new Vector3(y, 0, y);//Scales the shadow to that size + Destruction();//Sees if it needs to destroy both + } + + void OnTriggerEnter(Collider other) { + if (other.tag == "Player") { + GameObject player = other.gameObject;//Turns the collider into a game object + float Power = hail.velocity.magnitude * 100;//Finds the power of the hail by using it's velocity and a scaler + //Find the dirrection of launch by finding the direction between the two points of the player and the Hail + float px = player.transform.position.x; + float pz = player.transform.position.z; + float hx = hail.transform.position.x; + float hz = hail.transform.position.z; + //Direction pointing away from the center of the Hail + Vector3 Dir = new Vector3(px - hx, 0, pz - hz); + player.GetComponent().AddImpact(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed + } + } + + //Destroys the Hail and its shadow + void Destruction() { + if(hail.transform.position.y <= 0) { + Destroy(ShadTemp); + Destroy(gameObject); + } + } + } diff --git a/Assets/Scripts/KingScripts/KingAbilities/Hail.cs.meta b/Assets/Scripts/KingScripts/KingAbilities/Hail.cs.meta new file mode 100644 index 0000000..b413464 --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Hail.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 06bf4238b8275414aa092a505249cb1a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs b/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs new file mode 100644 index 0000000..509fd32 --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs @@ -0,0 +1,43 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class HailArea : MonoBehaviour +{ + // Update is called once per frame + public float Xmax = 15f; + public float Xmin = -15f; + + public float Zmax = -85f; + public float Zmin = -115f; + + public GameObject Hail; + + int timer = 0; + // FixedUpdate is called once per .02 seconds (or 50 times a second) + void FixedUpdate() + { + if (timer == 50) { + timer = 0; + //Random diameter 4->8 + float diameter = Random.Range(4, 8); + float radius = diameter / 2.0f; + //Random pos X Xmax-radius -> Xmin+radius + //Random pos Z Zmax-radius -> Zmin+radius + Vector3 position = new Vector3(Random.Range(Xmin + radius, Xmax - radius), 30, Random.Range(Zmin + radius, Zmax - radius)); + + SpawnHail(diameter, position); + } + timer++; + } + + // Spawns a singular Hail piece + void SpawnHail(float size, Vector3 pos) + { + //Spawn HailBall and its shadow + GameObject HailTemp = null; + HailTemp = Instantiate(Hail); + HailTemp.transform.position = pos; + HailTemp.transform.localScale = new Vector3(size, size, size); + } +} diff --git a/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs.meta b/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs.meta new file mode 100644 index 0000000..037894e --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fd71374cb5b4801478a3035abe5bbaf5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/KingScripts/KingAbilities/Slime.cs b/Assets/Scripts/KingScripts/KingAbilities/Slime.cs new file mode 100644 index 0000000..f7e7cf3 --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Slime.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Slime : MonoBehaviour +{ + float MoveDir; + int GooTimer = 0; + Vector3 offset = new Vector3(0.0f, 0.4f, 0.0f); + public GameObject Goo; + public GameObject Folder; + public int StartPos = -29; + public int EndPos = -57; + // Start is called before the first frame update + void Start() + { + MoveDir = Time.deltaTime; + } + + // FixedUpdate is called once per .02 seconds (or 50 times a second) + void FixedUpdate() + { + //create goo underneath them slime + if (GooTimer == 6) { + GameObject GooTrail = null; + GooTrail = Instantiate(Goo, transform.position - offset, transform.rotation); + GooTrail.transform.parent = Folder.transform; + GooTimer = 0; + } + //attempt to move forward (Raycast for objects, how to make sure it didn't fall off a cliff?) + if (transform.position.z >= StartPos || transform.position.z <= EndPos) {//Rough way of keeping turning it around when it reaches an end + MoveDir = -MoveDir; + } + //if can't Turn around 180 degrees + //otherwise actually move forward + transform.Translate(0, 0, MoveDir); + GooTimer++; + } + + void OnTriggerStay(Collider other) { + //slow down player + GameObject player = other.gameObject;//Turns the collider into a game object + //Get the Player's speed + float CurVel = player.GetComponent().CurVel; + player.GetComponent().CurVel = CurVel - (CurVel/10); + //Cut it in half? + } + +} diff --git a/Assets/Scripts/KingScripts/KingAbilities/Slime.cs.meta b/Assets/Scripts/KingScripts/KingAbilities/Slime.cs.meta new file mode 100644 index 0000000..d3edccd --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Slime.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 16272419deebd26418bee88aca87e679 +MonoImporter: + externalObjects: {} + 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+ translation *= Time.deltaTime; + rotation *= Time.deltaTime; + + // Move translation along the object's z-axis + if (transform.position.z <= 61 && transform.position.z >= -80) { + transform.Translate(0, 0, -translation);//Is negated to make the Left arrow go left and the right arraow go right + transform.rotation = Quaternion.Euler(0, 0, 0); + } + else if (transform.position.z > 61) { + transform.position = new Vector3(-42, 30, 61);//Keeps them from going too far left + } + else if (transform.position.z < -80) {//Once they rech a certain point they begin to cirlce around the mountain (radius of 42, x^2+z^2=42^2) + transform.Rotate(0, -rotation, 0);// Rotates the player as they move along the circumfurance + float z = transform.position.z - 0.5f; + float x = Mathf.Sqrt((42 * 42) - ((z + 80) * (z + 80)));//Add something based off translation to X and calculate the corespondent Z Z = sqrt(42^2-x^2)-80 + newPos = new Vector3(-x, 30, z); // make a Vector3 out of the new X and Z + transform.position = newPos;//Sets the player's new position on the cirlce + } + else { + Debug.Log("Aw, Beans"); + transform.position = new Vector3(-42, 30, 0); + } + } +} diff --git a/Assets/Scripts/KingScripts/KingMove.cs.meta b/Assets/Scripts/KingScripts/KingMove.cs.meta new file mode 100644 index 0000000..54fbd47 --- /dev/null +++ b/Assets/Scripts/KingScripts/KingMove.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7c7c6dfc09b66ab4b838e6b155516be9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/TimelineSettings.asset b/ProjectSettings/TimelineSettings.asset new file mode 100644 index 0000000..b4fbdb0 --- /dev/null +++ b/ProjectSettings/TimelineSettings.asset @@ -0,0 +1,15 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &1 +MonoBehaviour: + m_ObjectHideFlags: 61 + m_CorrespondingSourceObject: {fileID: 0} + 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