Revamp stuff (no one else is reading this it's fine)
This commit is contained in:
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25
Assets/Scripts/Camera/ActivateCamera.cs
Normal file
25
Assets/Scripts/Camera/ActivateCamera.cs
Normal file
@@ -0,0 +1,25 @@
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using UnityEngine;
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namespace Scampz.GameJam.Assets.Scripts
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{
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public class ActivateCamera : MonoBehaviour
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{
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[SerializeField]
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private Camera _mainCamera;
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[SerializeField]
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private Camera _backgroundCamera;
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private void OnTriggerEnter(Collider collider)
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||||
{
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var cameras = FindObjectsOfType<Camera>();
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foreach (var camera in cameras)
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camera.enabled = false;
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if (collider.CompareTag("Player"))
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{
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_mainCamera.enabled = true;
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_backgroundCamera.enabled = true;
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}
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||||
}
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||||
}
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||||
}
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||||
11
Assets/Scripts/Camera/ActivateCamera.cs.meta
Normal file
11
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Normal file
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@@ -17,7 +17,7 @@ public class PlayerSpawnController : MonoBehaviour
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if (otherSpawnControllers.Any())
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Destroy(this);
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else
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DontDestroyOnLoad(this);
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DontDestroyOnLoad(this.gameObject);
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}
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private void Start()
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@@ -11,6 +11,8 @@ namespace Scampz.GameJam.Assets.Scripts
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[SerializeField]
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private float sphereRadius = 2f;
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private float currentHitDistance;
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//public bool IsWithinBounds()
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//{
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// var offsetAngle = Quaternion.AngleAxis(rayCastAngle, transform.right);
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@@ -19,19 +21,23 @@ namespace Scampz.GameJam.Assets.Scripts
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public bool IsWithinBounds()
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{
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var offsetAngle = Quaternion.AngleAxis(rayCastAngle, transform.right);
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var ray = new Ray(transform.position, offsetAngle * transform.forward);
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return Physics.SphereCast(ray, sphereRadius, rayCastDistance);
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var offsetAngleRight = Quaternion.AngleAxis(rayCastAngle, transform.right);
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var isRayHitting = Physics.SphereCast(transform.position, sphereRadius, offsetAngleRight * transform.forward, out var sphereHit, rayCastDistance);
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if (isRayHitting)
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currentHitDistance = sphereHit.distance;
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else
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currentHitDistance = rayCastDistance;
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return currentHitDistance != rayCastDistance;
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}
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.red;
|
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var offsetAngle = Quaternion.AngleAxis(rayCastAngle, transform.right);
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var direction = offsetAngle * transform.forward;
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Debug.DrawLine(transform.position, transform.position + direction * rayCastDistance);
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Gizmos.DrawWireSphere(transform.position + direction * rayCastDistance, sphereRadius);
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var offsetAngleRight = Quaternion.AngleAxis(rayCastAngle, transform.right);
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Gizmos.DrawRay(transform.position, offsetAngleRight * transform.forward);
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Gizmos.DrawWireSphere(transform.position + (offsetAngleRight * transform.forward) * rayCastDistance, sphereRadius);
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}
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}
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23
Assets/Scripts/SceneManagement/TeleportPlayer.cs
Normal file
23
Assets/Scripts/SceneManagement/TeleportPlayer.cs
Normal file
@@ -0,0 +1,23 @@
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||||
using UnityEngine;
|
||||
|
||||
namespace Scampz.GameJam.Assets.Scripts.SceneManagement
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{
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public class TeleportPlayer : MonoBehaviour
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{
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[SerializeField]
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private Transform _spawnPoint;
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private void OnTriggerEnter(Collider collider)
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{
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if (collider.CompareTag("Player"))
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{
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var player = GameObject.FindGameObjectWithTag("Player");
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var cc = player.GetComponent<CharacterController>();
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cc.enabled = false;
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player.transform.position = _spawnPoint.position;
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player.transform.rotation = _spawnPoint.rotation;
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cc.enabled = true;
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}
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}
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}
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}
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11
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11
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Reference in New Issue
Block a user