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3 Commits

Author SHA1 Message Date
d68f3bd970 Unity: Throwable Objects
Able to throw objects that have been picked up
2024-04-28 17:14:08 +01:00
3ffb61b5a9 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
2024-04-28 15:08:27 +01:00
6fd8abfc77 Unity: Character Movement For Bean 2024-04-28 14:13:37 +01:00
201 changed files with 29004 additions and 203 deletions

5
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Assets/Movement.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
public float speed = 5.0f;
public float turnSpeed;
public float sprintSpeed = 10.0f;
public float jumpForce;
public float gravity = 9.8f;
public PickUpObject throwForce;
private CharacterController controller;
private Vector3 moveDirection = Vector3.zero;
void Start()
{
controller = GetComponent<CharacterController>();
}
void Update()
{
if (controller.isGrounded)
{
// Change the direction the player is facing based on the direction they are moving
if (Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
{
Quaternion ToRotation = Quaternion.LookRotation(new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")));
throwForce.throwForce = 7.5f;
transform.rotation = Quaternion.RotateTowards(transform.rotation, ToRotation, turnSpeed * Time.deltaTime);
}
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
if (Input.GetKey(KeyCode.LeftShift))
{
moveDirection *= sprintSpeed;
jumpForce = 4.0f;
if(Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
{
throwForce.throwForce = 20.0f;
}
else
{
throwForce.throwForce = 5.0f;
}
}
else
{
moveDirection *= speed;
jumpForce = 2.5f;
}
if (Input.GetButton("Jump"))
{
moveDirection.y = jumpForce;
}
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
}

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Assets/PickUpObject.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UIElements;
public class PickUpObject : MonoBehaviour
{
public GameObject carryPosition;
public bool insideTrigger = false;
public bool carrying = false;
public GameObject carriableObject;
public float throwForce;
// 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;
// Drop the object in the direction the player is moving and add a force to it depending on speed
carriableObject.GetComponent<Rigidbody>().AddForce(transform.forward * throwForce, ForceMode.Impulse);
}
if(carrying)
{
carriableObject.transform.position = carryPosition.transform.position;
carriableObject.transform.rotation = carryPosition.transform.rotation;
}
}
void OnTriggerEnter(Collider other)
{
if(other.gameObject.tag == "PickupObject")
{
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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