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34 Commits

Author SHA1 Message Date
b0be1fdd96 Beating-With-Sticks: Added Rock and RockScript - enemy slows down when hit.
Player can throw rocks at enemy to slow them down.
Enemy script split into two scripts, one for movement and one for detection.
Added and edited some comments.
2024-08-13 12:53:54 +01:00
857973aff7 Beating-With-Sticks: Improved AI "patrolling" state and AI runs away
from player once in certain distance.
Made a second Movement script which allows the player to throw rocks.
Added/changed some comments for suggestions, things to do, things that
are done and bugs that need fixing.
2024-08-12 23:52:18 +01:00
d00afd6a48 Beating-With-Sticks: Created AIScript, AI moves
randomly and runs away from player when close.
Added NavMesh to scene. Updated documentation and tags.
2024-08-07 12:37:51 +01:00
f11b769bfb Created MD files from all minigame PDFs 2024-07-18 13:10:08 +01:00
2c1833e254 Documents 2024-07-15 20:37:06 +01:00
a228659836 Actually pushing the changed comment lmao 2024-07-15 16:49:00 +01:00
41ed6da914 CubeGravity - Made script usable for multiple objects, changed a comment 2024-07-15 16:47:20 +01:00
16784160a1 Catch - Added special object, bomb removes 3 score
CubeGravity - Added increased gravity to the special object
BoxTP_Catch - Added spcial object, more items spawn as timer goes down, at 0 game stops.
2024-07-15 16:41:49 +01:00
8454afe508 Catch: Added bombs to the game, lowered time, fixed double point error.
Movement: Fixed player moving faster when moving diagonally
2024-06-28 13:23:30 +01:00
d37e365d0e Unity: Added Folders
Catch: Started Code on Catch Game - Objects spawn and player can catch. Comments on progress and next steps
2024-06-25 00:34:49 +01:00
d19aba3a72 Mostly Comments 2024-06-24 23:53:55 +01:00
170d11aa4d WhackAMole: Moles now descend when hit. Timer affects the speed of moles. TODO comments added, completed tasks removed
ColourSorting: Removed completed tasks from Colours, added Bug comment to pickup script
2024-06-13 02:19:12 +01:00
c39ff0c263 Fixed bug with box spawns. Boxes and containers get random colour on start. Optimised code/Removed script
Added explanation of comment symbols/colours
2024-06-13 01:52:43 +01:00
3111305a83 WackAMole: Moles only give one point per, a timer has been added, comments
Timer: Created a universal timer

Colours: Improved Comments, cubes now randomly appear on start. When a cube is in a container it gets randomly teleported back
2024-06-07 14:37:52 +01:00
8e1bfa2b76 Documentation: Added new game concepts and concepts from Arlo's branch. Updated timeline 2024-05-08 22:27:17 +01:00
3bfd762bf1 Documentation: Created a new PDF for Beating With Sticks game concept 2024-05-07 17:14:33 +01:00
e29ab6ce67 Documentation: Actually added minigames link to Wii Party 2024-05-04 01:49:07 +01:00
695bcd8bfb Documentation: Added Types and Games section in Concepts 2024-05-04 01:01:27 +01:00
1be22d2e2b Documentation: Added concept and documentation for a new minigame 2024-05-04 00:48:45 +01:00
89d1a90388 Unity: Hehe Face hAmor 2024-05-04 00:30:01 +01:00
cac9e28067 Documentation: Added Whack-A-Mole PDF
Unity: Created Whak-A-Mole Prototype Scene, Script and Added Score Functinality
2024-05-02 12:57:13 +01:00
15280fbd26 Documentation: Added Links To Wii Party and It's Minigames 2024-05-02 00:01:52 +01:00
acad19b494 Documentation: Added updated documentation 2024-05-01 20:21:23 +01:00
bfee0439de Unity: Created the first part of a minigame with pickup objects
Script for comparing materials for possible minigame. Made prototype layout for this minigame
2024-04-30 19:45:02 +01:00
54cb3b0159 Refactor: Changes to comments and variable names
Changed:
- Comments
- Variable names

Added:
- Better Comments to the list of recommended extensions
2024-04-30 14:26:58 +01:00
37dbe393f5 Unity: Created a cooldown for cube pickup. Added comments
Added a 1 second cooldown that prevents the player from picking up muptile cubes in under 1 second

Commented code explaining how it works. Commented in red how to make player go flying if needed

Player does still get shot into the sky randomly while holding an item - must find cause and fix
2024-04-30 01:52:14 +01:00
35dd1d8902 Unity: Pushed working movement script
Fixed issues like character not jumping
2024-04-29 23:19:13 +01:00
94b71fc610 Unity: Thorwable objects with interact key 2024-04-28 19:49:14 +01:00
080f9a3428 Created Scripts Folder 2024-04-28 19:00:11 +01:00
Arlo Filley
4e51e6d212 Feature: Changable Movement Keys in Editor 2024-04-28 18:52:09 +01:00
91e43f9b3a Unity: Throwable Objects
Changed throw button from D to F
2024-04-28 17:20:37 +01:00
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
654 changed files with 211746 additions and 439 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//TODO Create Catch Game:
//* Objects constantly and randomly spawn in the air
//* Player must catch (just touch) the objects before they hit the ground
//* The player has a score that increases by 1 for each object caught
//* The player has a timer that counts down from 60 seconds
//* The game ends when the timer reaches 0
//TODO Some objects are worth more points than others and fall faster
//TODO Some objects are bombs and will decrease the player's score if in radius
//TODO Objects smash on the ground if not caught, create particles
public class BoxTP_Catch : MonoBehaviour
{
public GameObject[] objects;
public TextMeshProUGUI scoreText;
public float defaultSpeed = 1.5f;
public float timerSpeed;
public Timer timer;
public bool canSpawn = true;
void Start()
{
scoreText.text = "Score: 0";
}
void FixedUpdate() {
timerSpeed = defaultSpeed * (timer.timeRemaining/60);
//spawn object a random object from the list every few seconds, randomly on the x and z axis
//if the object is not caught, destroy it
//if the object is caught, increase score by 1
if(timer.timeRemaining-1 > 0)
{
if (canSpawn) {
GameObject currentObject = Instantiate(objects[Random.Range(0, objects.Length)], new Vector3(Random.Range(5f, -5f), 15,- Random.Range(-5f, 5f)), Quaternion.identity);
currentObject.GetComponent<Rigidbody>().useGravity = true;
canSpawn = false;
StartCoroutine(SpawnTimer());
}
}
}
IEnumerator SpawnTimer() {
yield return new WaitForSeconds(timerSpeed);
canSpawn = true;
}
private void OnTriggerEnter(Collider other) {
if(other.gameObject.tag == "PickupObject" || other.gameObject.tag == "Bomb" || other.gameObject.tag == "SpecialObject")
{
Destroy(other.gameObject);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
public class Catch : MonoBehaviour
{
public int score;
public TextMeshProUGUI scoreText;
public Movement movement;
private void OnTriggerEnter(Collider other) {
if(other.gameObject.tag == "PickupObject")
{
Destroy(other.gameObject);
score = score + 1;
scoreText.text = "Score: " + score;
}
else if(other.gameObject.tag == "Bomb")
{
Destroy(other.gameObject);
score = score - 3;
scoreText.text = "Score: " + score;
StartCoroutine(ConcussionTime());
}
else if(other.gameObject.tag == "SpecialObject")
{
Destroy(other.gameObject);
score = score + 2;
scoreText.text = "Score: " + score;
}
}
IEnumerator ConcussionTime()
{
movement.speed = 0;
yield return new WaitForSeconds(2);
movement.speed = 7.0f;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//* Increase the gravity of the object attached to this script
public class CubeGravity : MonoBehaviour
{
public float gravity = 1.75f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void FixedUpdate()
{
GetComponent<Rigidbody>().AddForce(Physics.gravity *gravity, ForceMode.Acceleration);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
public class TouchFloor : MonoBehaviour
{
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "Floor")
{
Destroy(gameObject);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
public class MeshCombiner : MonoBehaviour
{
[SerializeField] private List<MeshFilter> sourceMeshFilters;
[SerializeField] private MeshFilter targetMeshFilter;
[ContextMenu("Combine Meshes")]
private void CombineMeshes()
{
var combine = new CombineInstance[sourceMeshFilters.Count];
for (var i = 0; i < sourceMeshFilters.Count; i++)
{
combine[i].mesh = sourceMeshFilters[i].sharedMesh;
combine[i].transform = sourceMeshFilters[i].transform.localToWorldMatrix;
}
var mesh = new Mesh();
mesh.CombineMeshes(combine);
targetMeshFilter.mesh = mesh;
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//! Aftering hitting down with hammer, turning stops working in what direction the player tries to move first in
public class Movement : MonoBehaviour
{
public float speed = 7.0f;
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;
[Header("Keybinds")]
public KeyCode forwardsKey = KeyCode.W;
public KeyCode backwardsKey = KeyCode.S;
public KeyCode leftKey = KeyCode.A;
public KeyCode rightKey = KeyCode.D;
public KeyCode sprintKey = KeyCode.LeftShift;
public KeyCode jumpKey = KeyCode.Space;
public bool hammer = false;
void Start()
{
controller = GetComponent<CharacterController>();
}
void Update()
{
float forwards = Convert.ToSingle(Input.GetKey(forwardsKey));
float backwards = Convert.ToSingle(Input.GetKey(backwardsKey));
float left = Convert.ToSingle(Input.GetKey(leftKey));
float right = Convert.ToSingle(Input.GetKey(rightKey));
if (controller.isGrounded && !hammer)
{
moveDirection = new Vector3(right - left, 0, forwards - backwards);
//* Change the direction the player is facing based on the direction they are moving
if (right - left != 0 || forwards - backwards != 0)
{
Quaternion ToRotation = Quaternion.LookRotation(moveDirection);
throwForce.throwForce = 8.5f;
transform.rotation = Quaternion.RotateTowards(transform.rotation, ToRotation, turnSpeed * Time.deltaTime);
}
else
{
throwForce.throwForce = 4.0f;
}
moveDirection *= speed;
jumpForce = 2.5f;
if (Input.GetKeyDown(jumpKey))
{
moveDirection.y = jumpForce;
}
//If player is moving diagonally, reduce speed
if (forwards != 0 && right != 0 || forwards != 0 && left != 0 || backwards != 0 && right != 0 || backwards != 0 && left != 0)
{
moveDirection *= 0.7f;
}
else
{
moveDirection *= 1.0f;
}
}
if(hammer)
{
moveDirection = Vector3.zero;
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
public class BoxTeleport_Sort : MonoBehaviour
{
private GameObject currentContainer;
public int waitTime = 3;
public TextMeshProUGUI scoreText;
private int score;
void Start()
{
scoreText.text = "Score: 0";
}
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.tag == "Container")
{
currentContainer = other.gameObject;
//* If the box is not the same colour as the container, teleport the box after a few seconds
if(currentContainer.gameObject.GetComponentInParent<Renderer>().material.name == gameObject.GetComponent<Renderer>().material.name)
{
StartCoroutine(BoxSpawnCorrectDelay());
}
else
{
StartCoroutine(BoxSpawnDIncorrectDelay());
}
}
}
IEnumerator BoxSpawnCorrectDelay()
{
yield return new WaitForSeconds(.5f);
gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
score =+ 1;
scoreText.text = "Score: " + score;
}
//* Teleport the box to a random location in the air
IEnumerator BoxSpawnDIncorrectDelay()
{
yield return new WaitForSeconds(waitTime);
gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.Serialization;
using Unity.VisualScripting;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
public class Colours : MonoBehaviour
{
public GameObject Box;
public GameObject[] containers;
public List<Material> materials = new List<Material>();
private GameObject currentBox;
private int num;
//* Start is called before the first frame update
void Start()
{
//* Instantiate 8 containers with random colours at the start of the game
for (int i = 0; i < containers.Length; i++)
{
currentBox = Instantiate(Box, new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10)), Quaternion.identity);
num = Random.Range(0, materials.Count);
currentBox.GetComponent<Renderer>().material = materials[num];
containers[i].GetComponent<Renderer>().material = materials[num];
materials.RemoveAt(num);
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.UIElements;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//! Somtimes boxes get thrown further than other times. Boxes also sometimes get thrown into random directions.
public class PickUpObject : MonoBehaviour
{
public GameObject carryPosition; // blank object, position declares where the object will be teleported to/carried
public bool insideTrigger = false; // checks if player is inside the trigger of a pickup object
public bool playerIsCarrying = false; // checks if player is carrying an object
public GameObject nearestCarriableObject;
public GameObject previousObject; // previous object that player was carrying
public GameObject heldObject; // object that player is currently holding
public float throwForce;
/// <summary>
/// Cooldown time between picking up objects in seconds
/// </summary>
public float cooldownSeconds = 1;
public bool cooldownActive = true;
public KeyCode interactKey = KeyCode.F;
// Update is called once per frame
void Update()
{
// * Cubes are quite hot so need time to cool off
cooldownSeconds -= Time.deltaTime;
cooldownActive = cooldownSeconds > 0;
// * Old objects deserve gravity too
if(previousObject != null && previousObject.GetComponent<Rigidbody>().useGravity == false)
{
previousObject.GetComponent<Rigidbody>().useGravity = true;
}
if(insideTrigger && Input.GetKeyDown(KeyCode.F) && !cooldownActive)
{
// * Who needs gravity
nearestCarriableObject.GetComponent<Rigidbody>().useGravity = false;
playerIsCarrying = true;
heldObject = nearestCarriableObject;
cooldownSeconds = 1;
}
// * YEET
else if(playerIsCarrying && Input.GetKeyDown(KeyCode.F))
{
heldObject.GetComponent<Rigidbody>().useGravity = true;
previousObject = heldObject;
playerIsCarrying = false;
previousObject.GetComponent<Rigidbody>().AddForce(transform.forward * throwForce, ForceMode.Impulse);
Debug.Log("Yoted!");
}
// * Cubes not stored above heads are highly dangerous
if(playerIsCarrying)
{
nearestCarriableObject.transform.position = carryPosition.transform.position;
nearestCarriableObject.transform.rotation = carryPosition.transform.rotation;
}
}
//* Called when the player is inside a trigger tagged as PickupObject
void OnTriggerStay(Collider otherObject)
{
if(otherObject.gameObject.tag == "PickupObject" && !cooldownActive)
{
nearestCarriableObject = otherObject.gameObject;
insideTrigger = true;
// * old cube is boring
if(heldObject != null && heldObject != nearestCarriableObject && playerIsCarrying)
{
previousObject = heldObject;
cooldownSeconds = 1;
}
}
}
//* If player is not inside trigger, then they probably aren't inside it
void OnTriggerExit(Collider otherObject)
{
if(otherObject.gameObject.tag == "PickupObject")
{
insideTrigger = false;
}
}
}
//! To make player launch self:
//! add public GameObject player; and place player in it fron inspector
//! in if(insiderTrigger && Input.GetKeyDown(KeyCode.F))
//! Place the code below:
//! player.GetComponent<Rigidbody>().AddForce(transform.forward * throwForce, ForceMode.Impulse);
//! Run the game and press F to launch the player

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using System.Collections;
using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine;
using UnityEngine.AI;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//TODO AI Script for the Stick Beating Game
//* AI for enemies to run away from the character once in range
//* AI should change direction every few seconds to make it harder for the player to hit them
//* AI should not go into a direction within the player's range
//* If player is not in range, AI should move randomly
//* Slow down AI when hit by player rock
//TODO AI dies if hit by player stick
//? Enemy AI gets stuck in corners - maybe have AI move in a random direction if it gets stuck
//! AI bugs out if player touches it and won't leave edge of map
public class AIScript : MonoBehaviour
{
public NavMeshAgent agent;
public float range;
public Transform centrePoint;
public bool isHit = false;
public detectionScript detectionScript;
private void Awake()
{
//* Gets compomnents at start
agent = GetComponent<NavMeshAgent>();
detectionScript = GetComponentInChildren<detectionScript>();
}
private void Update()
{
//* If enemy is within stopping distance and player is not in range, move to a random point in range
if(agent.remainingDistance <= agent.stoppingDistance && !detectionScript.playerInRange)
{
agent.speed = 3.5f;
Vector3 point;
if(RandomPoint(centrePoint.position, range, out point))
{
Debug.DrawRay(point, Vector3.up, Color.blue, 1.0f); //* Displays a blue ray to show where the enemy is moving
agent.SetDestination(point); //* Sets the destination of the enemy to the random point
}
}
else if(detectionScript.playerInRange && !isHit) //* If player is in range, run away
{
agent.speed = 7.0f;
RunAway();
}
if(isHit)
{
agent.speed = 1.75f;
}
}
void RunAway()
{
Vector3 direction = transform.position - centrePoint.position;
Vector3 runTo = transform.position + direction.normalized;
NavMeshHit hit;
NavMesh.SamplePosition(runTo, out hit, 5.0f, NavMesh.AllAreas);
agent.SetDestination(hit.position);
}
bool RandomPoint(Vector3 center, float range, out Vector3 result)
{
Vector3 randompoint = center + Random.insideUnitSphere * range;
NavMeshHit hit;
if (NavMesh.SamplePosition(randompoint, out hit, 1.0f, NavMesh.AllAreas))
{
Vector3 point = hit.position;
Debug.DrawRay(point, Vector3.up, Color.blue, 1.0f);
result = hit.position;
return true;
}
result = Vector3.zero;
return false;
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//! Aftering hitting down with hammer, turning stops working in what direction the player tries to move first in
//! As with throwing objects, the rock sometimes goes in random directions and random speeds
//* Playing StickBeating Game, player should be able to throw rocks
//* Player can only throw rocks every 3 seconds
//? Soft auto lock on enemies when throwing rocks
public class MovementStickBeating : MonoBehaviour
{
public float speed = 7.0f;
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;
[Header("Keybinds")]
public KeyCode forwardsKey = KeyCode.W;
public KeyCode backwardsKey = KeyCode.S;
public KeyCode leftKey = KeyCode.A;
public KeyCode rightKey = KeyCode.D;
public KeyCode sprintKey = KeyCode.LeftShift;
public KeyCode jumpKey = KeyCode.Space;
public KeyCode rockKey = KeyCode.Mouse1;
public bool hammer = false;
public bool rock = true;
public GameObject rockObject;
public GameObject spawnPoint;
void Start()
{
controller = GetComponent<CharacterController>();
}
void Update()
{
float forwards = Convert.ToSingle(Input.GetKey(forwardsKey));
float backwards = Convert.ToSingle(Input.GetKey(backwardsKey));
float left = Convert.ToSingle(Input.GetKey(leftKey));
float right = Convert.ToSingle(Input.GetKey(rightKey));
if (controller.isGrounded && !hammer)
{
moveDirection = new Vector3(right - left, 0, forwards - backwards);
//* Change the direction the player is facing based on the direction they are moving
if (right - left != 0 || forwards - backwards != 0)
{
Quaternion ToRotation = Quaternion.LookRotation(moveDirection);
transform.rotation = Quaternion.RotateTowards(transform.rotation, ToRotation, turnSpeed * Time.deltaTime);
}
moveDirection *= speed;
jumpForce = 2.5f;
if (Input.GetKeyDown(jumpKey))
{
moveDirection.y = jumpForce;
}
//If player is moving diagonally, reduce speed
if (forwards != 0 && right != 0 || forwards != 0 && left != 0 || backwards != 0 && right != 0 || backwards != 0 && left != 0)
{
moveDirection *= 0.7f;
}
else
{
moveDirection *= 1.0f;
}
}
if(hammer)
{
moveDirection = Vector3.zero;
}
if(rock)
{
if(Input.GetKeyDown(rockKey))
{
GameObject throwing = Instantiate(rockObject, spawnPoint.transform.position, spawnPoint.transform.rotation);
throwing.GetComponent<Rigidbody>().AddForce(transform.forward * 8.5f, ForceMode.Impulse);
Destroy(throwing, 3);
StartCoroutine(RockCooldown());
}
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
IEnumerator RockCooldown()
{
rock = false;
yield return new WaitForSeconds(2);
rock = true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//* Rock must detect what it hits
//* If rock hits enemy, enemy slows down
//* Rock hitting enemy needs to destroy the rock
//TODO Particles for hitting an enemy
public class RockScript : MonoBehaviour
{
public ParticleSystem bonkParticles;
private GameObject contact;
public bool particles = false;
public AIScript AIScript;
// Update is called once per frame
void Update()
{
}
private void OnCollisionEnter(Collision other) {
if(other.gameObject.tag == "Enemy")
{
//* Play the bonk particles
// var parLocation = Instantiate(bonkParticles, contact.transform.position, Quaternion.identity);
// Destroy(parLocation, 1);
particles = true;
AIScript.isHit = true;
StartCoroutine(BonkTimer());
}
}
IEnumerator BonkTimer()
{
yield return new WaitForSeconds(2);
AIScript.isHit = false;
particles = false;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//* Detects if player is in range of enemy
public class detectionScript : MonoBehaviour
{
public bool playerInRange = false;
private void OnTriggerEnter(Collider other)
{
if(other.tag == "Player")
{
playerInRange = true;
}
}
private void OnTriggerExit(Collider other)
{
if(other.tag == "Player")
{
playerInRange = false;
}
}
}

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25
Assets/Scripts/Timer.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
public class Timer : MonoBehaviour
{
public float timeRemaining;
public TextMeshProUGUI timeText;
//* Universal game timer
void Update()
{
if (timeRemaining > 0)
{
timeRemaining -= Time.deltaTime;
timeText.text = timeRemaining.ToString("F0");
}
}
}

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