Completed:TeleportTrap && Write:GameManager

This commit is contained in:
manhduyhoang90
2026-05-22 19:27:06 +07:00
parent 517de4acb0
commit 82b7d47285
6 changed files with 84 additions and 49 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DeathTrapCollision : MonoBehaviour {
private void OnTriggerEnter(Collider other) {
// Check if the object colliding with the trap is the player
// Assumes the player character (e.g., Bob) has the tag "Player"
if (other.CompareTag("Player")) {
// Trigger the Game Over event via the GameManager
FindObjectOfType<GameManager>().TriggerGameOver();
// Destroy the player object upon collision
Destroy(other.gameObject);
}
}
}

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fileFormatVersion: 2
guid: 1746534d206b0fe4b8e895df471d3d56

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DeathTrapSpawner : MonoBehaviour {
public GameObject deathTrapPrefab; // Prefab for the death trap
public float spawnInterval = 10f; // Time interval between spawns
public float minLifetime = 3f; // Minimum lifetime of the death trap
public float maxLifetime = 8f; // Maximum lifetime of the death trap
private Vector3 GetRandomPosition() {
Vector3 randomPosition;
int attempts = 0;
do {
// Generate random X and Z positions rounded to nearest 10, then offset by 5
float x = Mathf.Round(Random.Range(-45f, 45f) / 10f) * 10f + 5f;
float z = Mathf.Round(Random.Range(-45f, 45f) / 10f) * 10f + 5f;
// Fixed Y position for traps
randomPosition = new Vector3(x, 3.5f, z);
attempts++;
if (attempts > 100) {
Debug.LogWarning("No valid position found for the death trap.");
// Exit if too many attempts are made
break;
}
}
while (
Physics.CheckBox(randomPosition, new Vector3(2.5f, 3.5f, 2.5f), Quaternion.identity, LayerMask.GetMask("Walls")) || // Check for walls
Physics.CheckBox(randomPosition, new Vector3(2.5f, 3.5f, 2.5f), Quaternion.identity, LayerMask.GetMask("Collectible")) || // Check for collectibles
Physics.CheckBox(randomPosition, new Vector3(2.5f, 3.5f, 2.5f), Quaternion.identity, LayerMask.GetMask("Player")) // Check for player
);
// Return a valid position for the death trap
return randomPosition;
}
private IEnumerator SpawnDeathTraps() {
while (true) {
// Generate a random spawn position
Vector3 spawnPosition = GetRandomPosition();
// Spawn a new death trap at the random position
GameObject deathTrap = Instantiate(deathTrapPrefab, spawnPosition, Quaternion.identity);
// Determine a random lifetime for the trap and destroy it after that time
float lifetime = Random.Range(minLifetime, maxLifetime);
Destroy(deathTrap, lifetime);
// Wait for the specified spawn interval before spawning the next trap
yield return new WaitForSeconds(spawnInterval);
}
}
private void Start() {
// Start the coroutine to spawn death traps
StartCoroutine(SpawnDeathTraps());
}
}

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fileFormatVersion: 2
guid: ca1a9a3813a058946990c84846f54c17