Small changes for publish build

Level1 ai fix
Ai speed fix
item vel reset back when return
player hard set rotation
can go to nesxt scene correctly now
scoring now checks for trigger
This commit is contained in:
Glence 2023-02-04 14:11:16 +08:00
parent 5f03ac0c4d
commit a4ceffcfad
7 changed files with 54 additions and 19 deletions

View File

@ -2,7 +2,7 @@
1 Player 1100000000000000
2 Food 1000000000000000
3 Breakable 1100000000000000
4 ScoringWallCollider 0100000000000000
4 ScoringWallCollider 0110000000000000
5 Homeowner 1100000000000000
6 Camera 0010000000000000
7 8 0000000000000000

View File

@ -2583,7 +2583,7 @@
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 0}
Rotate: {x: 1.48352981, y: 0, z: 0}
Rotate: {x: -1.48352981, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
@ -2746,13 +2746,13 @@
- EID: 134
Name: CeilingMaster
IsActive: true
NumberOfChildren: 49
NumberOfChildren: 50
Components:
Transform Component:
Translate: {x: 0, y: 2.25, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Translate: {x: 0, y: 2.20000005, z: 0}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: false
IsActive: true
Scripts: ~
- EID: 133
Name: FloorPiece
@ -3489,6 +3489,29 @@
Material: 132690168
IsActive: true
Scripts: ~
- EID: 210
Name: CeillingCollider
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -2.3489778, y: 0, z: -5.81569624}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 0
Type: Box
Half Extents: {x: 15, y: 0.200000003, z: 15}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 142
Name: FloorMaster
IsActive: true
@ -4373,14 +4396,14 @@
- Type: Homeowner1
Enabled: true
waypointsPool: 234
patrolSpeed: 0
chaseSpeed: 0
turningSpeed: 0
sightDistance: 0
eyeOffset: [0, 0, 0]
distanceToCapture: 0
captureTime: 0
footstepSFXIntervalMultiplier: 0
patrolSpeed: 3
chaseSpeed: 6
turningSpeed: 5
sightDistance: 8
eyeOffset: [0, 1.64999998, 0]
distanceToCapture: 0.5
captureTime: 0.5
footstepSFXIntervalMultiplier: 0.5
- EID: 234
Name: ====WaypointPool====
IsActive: true
@ -5141,6 +5164,7 @@
pitchClamp: 45
inverseXControls: true
inverseYControls: true
lowerClamp: 5
- EID: 65731
Name: PlayerBag
IsActive: true

View File

@ -10523,8 +10523,8 @@
- Type: Homeowner1
Enabled: true
waypointsPool: 166
patrolSpeed: 1
chaseSpeed: 2
patrolSpeed: 3
chaseSpeed: 6
turningSpeed: 5
sightDistance: 8
eyeOffset: [0, 1.64999998, 0]

View File

@ -15,6 +15,7 @@ public class Item : Script
public ItemCategory currCategory;
public bool returnBack { get; set; }
private Transform transform;
private RigidBody rb;
private bool playSound = false;
private bool caputurePos = false;
private Vector3 firstPostion;
@ -25,6 +26,7 @@ public class Item : Script
protected override void awake()
{
transform = GetComponent<Transform>();
rb = GetComponent<RigidBody>();
collider = GetComponent<Collider>();
if(collider)
collider.GetCollisionShape(0).Density = density;
@ -44,7 +46,12 @@ public class Item : Script
{
if (returnBack && !dontReturn)
{
transform.LocalPosition = firstPostion;
if(transform)
transform.LocalPosition = firstPostion;
if (rb)
rb.LinearVelocity = Vector3.Zero;
returnBack = false;
}
}

View File

@ -150,6 +150,10 @@ public class PlayerController : Script
if(!camArm)
camArm = GetComponentInChildren<CameraArm>();
//tempFix
if (tranform)
tranform.LocalEulerAngles = new Vector3(0.0f, tranform.LocalEulerAngles.y, 0.0f);
Rotation();
MoveKey();
Sprint();

View File

@ -111,7 +111,7 @@ public class GameManager : Script
multiplierText.GetComponent<Transform>().LocalScale = Vector3.Zero;
}
if ((timer > 0 && totalItemCount < 0) || Input.GetKeyDown(Input.KeyCode.F1))
if ((timer > 0 && totalItemCount <= 0) || Input.GetKeyDown(Input.KeyCode.F1))
{
currGameState = GameState.WIN;
//Audio.StopAllSounds(); //Calling this outright breaks audio clip handlers

View File

@ -11,7 +11,7 @@ public class ScoringZone : Script
protected override void onTriggerEnter(CollisionInfo info)
{
if (GameManager.Instance && info.GameObject.GetScript<Item>() && info.GameObject.IsActiveSelf)
if (GameManager.Instance && info.GameObject.GetScript<Item>() && info.GameObject.IsActiveSelf && !info.GameObject.GetComponent<Collider>().GetCollisionShape(0).IsTrigger )
{
AudioHandler.audioClipHandlers["SFXItemScore"].Play();
GameManager.Instance.Score += info.GameObject.GetScript<Item>().Score * GameManager.Instance.currMultiplierCombo;