Unity: Pickable Objects & Prototype Textures

Objects tagged with PickableObjects can be picked up by the player. The object is moved above the player's head, multiple objects cannot be picked up and objects can be placed down again

Added textures from the Unity Asset Store For Testing Grounds
This commit is contained in:
Santi 2024-04-28 15:08:27 +01:00
parent 6fd8abfc77
commit 3ffb61b5a9
194 changed files with 28862 additions and 156 deletions

80
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@ -6,7 +6,7 @@ public class Movement : MonoBehaviour
{ {
public float speed = 5.0f; public float speed = 5.0f;
public float sprintSpeed = 10.0f; public float sprintSpeed = 10.0f;
public float jumpForce = 5.0f; public float jumpForce;
public float gravity = 9.8f; public float gravity = 9.8f;
private CharacterController controller; private CharacterController controller;
@ -27,10 +27,12 @@ public class Movement : MonoBehaviour
if (Input.GetKey(KeyCode.LeftShift)) if (Input.GetKey(KeyCode.LeftShift))
{ {
moveDirection *= sprintSpeed; moveDirection *= sprintSpeed;
jumpForce = 4.0f;
} }
else else
{ {
moveDirection *= speed; moveDirection *= speed;
jumpForce = 2.5f;
} }
if (Input.GetButton("Jump")) if (Input.GetButton("Jump"))

56
Assets/PickUpObject.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class PickUpObject : MonoBehaviour
{
public GameObject carryPosition;
public bool insideTrigger = false;
public bool carrying = false;
public GameObject carriableObject;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if(insideTrigger && Input.GetKeyDown(KeyCode.D) && !carrying)
{
carrying = true;
carriableObject.GetComponent<Rigidbody>().isKinematic = true;
}
else if(carrying && Input.GetKeyDown(KeyCode.D))
{
carrying = false;
carriableObject.GetComponent<Rigidbody>().isKinematic = false;
}
if(carrying)
{
carriableObject.transform.position = carryPosition.transform.position;
carriableObject.transform.rotation = carryPosition.transform.rotation;
}
}
void OnTriggerEnter(Collider other)
{
if(other.gameObject.tag == "PickupObject" && !carrying)
{
carriableObject = other.gameObject;
// If player presses D while inside the trigger, pick up the object
insideTrigger = true;
}
}
void OnTriggerExit(Collider other)
{
if(other.gameObject.tag == "PickupObject")
{
insideTrigger = false;
}
}
}

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