Completed:TeleportTrap && Write:GameManager
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DeathTrapCollision : MonoBehaviour {
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private void OnTriggerEnter(Collider other) {
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// Check if the object colliding with the trap is the player
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// Assumes the player character (e.g., Bob) has the tag "Player"
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if (other.CompareTag("Player")) {
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// Trigger the Game Over event via the GameManager
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FindObjectOfType<GameManager>().TriggerGameOver();
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// Destroy the player object upon collision
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Destroy(other.gameObject);
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 1746534d206b0fe4b8e895df471d3d56
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@@ -1,62 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DeathTrapSpawner : MonoBehaviour {
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public GameObject deathTrapPrefab; // Prefab for the death trap
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public float spawnInterval = 10f; // Time interval between spawns
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public float minLifetime = 3f; // Minimum lifetime of the death trap
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public float maxLifetime = 8f; // Maximum lifetime of the death trap
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private Vector3 GetRandomPosition() {
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Vector3 randomPosition;
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int attempts = 0;
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do {
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// Generate random X and Z positions rounded to nearest 10, then offset by 5
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float x = Mathf.Round(Random.Range(-45f, 45f) / 10f) * 10f + 5f;
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float z = Mathf.Round(Random.Range(-45f, 45f) / 10f) * 10f + 5f;
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// Fixed Y position for traps
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randomPosition = new Vector3(x, 3.5f, z);
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attempts++;
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if (attempts > 100) {
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Debug.LogWarning("No valid position found for the death trap.");
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// Exit if too many attempts are made
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break;
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}
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}
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while (
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Physics.CheckBox(randomPosition, new Vector3(2.5f, 3.5f, 2.5f), Quaternion.identity, LayerMask.GetMask("Walls")) || // Check for walls
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Physics.CheckBox(randomPosition, new Vector3(2.5f, 3.5f, 2.5f), Quaternion.identity, LayerMask.GetMask("Collectible")) || // Check for collectibles
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Physics.CheckBox(randomPosition, new Vector3(2.5f, 3.5f, 2.5f), Quaternion.identity, LayerMask.GetMask("Player")) // Check for player
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);
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// Return a valid position for the death trap
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return randomPosition;
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}
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private IEnumerator SpawnDeathTraps() {
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while (true) {
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// Generate a random spawn position
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Vector3 spawnPosition = GetRandomPosition();
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// Spawn a new death trap at the random position
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GameObject deathTrap = Instantiate(deathTrapPrefab, spawnPosition, Quaternion.identity);
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// Determine a random lifetime for the trap and destroy it after that time
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float lifetime = Random.Range(minLifetime, maxLifetime);
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Destroy(deathTrap, lifetime);
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// Wait for the specified spawn interval before spawning the next trap
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yield return new WaitForSeconds(spawnInterval);
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}
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}
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private void Start() {
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// Start the coroutine to spawn death traps
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StartCoroutine(SpawnDeathTraps());
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: ca1a9a3813a058946990c84846f54c17
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