mirror of
https://github.com/frizbee19/FebGameJam.git
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Ceiling Trigger made easy as a prefab
Should work just fine, use the sliders to determine how far you want the char to go.
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@@ -4,18 +4,21 @@ using UnityEngine;
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public class Ceiling_Trigger : MonoBehaviour
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{
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bool entered = false;
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public GameObject cam;
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public GameObject cat;
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public BoxCollider2D box;
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private int counter = 0;
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private Vector3 moveCam = new Vector3(0, 10, 0);
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private Vector3 moveCat = new Vector3(0, 5, 0);
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[Range (1f,25f)]public float camOffset = 10f;
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[Range (1f,15f)] public float catOffset = 5f;
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[Range(5, 180)] public int countOffset = 10;
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private Vector3 moveCam;
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private Vector3 moveCat;
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// Start is called before the first frame update
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void Start()
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{
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moveCam = new Vector3(0, camOffset, 0);
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moveCat = new Vector3(0, catOffset, 0);
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}
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// Update is called once per frame
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@@ -25,23 +28,19 @@ public class Ceiling_Trigger : MonoBehaviour
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}
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void OnTriggerEnter2D(Collider2D col)
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{
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if (!entered && counter >= 6)
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float ye = cat.transform.position.y;
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float goaly = box.transform.localPosition.y;
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if (ye < goaly && counter >= countOffset)
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{
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entered = true;
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//Debug.Log("Move Cam Right");
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cam.transform.position += moveCam;
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cat.transform.position += moveCat;
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Debug.Log(counter);
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counter = 0;
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}
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else if (counter >= 6 && entered)
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else if (ye >= goaly && counter > countOffset)
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{
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//Debug.Log("Moved cam left");
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Debug.Log(counter);
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cam.transform.position -= moveCam;
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//cat.transform.position -= moveCat;
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entered = false;
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cat.transform.position -= moveCat;
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counter = 0;
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}
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}
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@@ -0,0 +1,70 @@
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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 UpdatedCeilingTrigger : MonoBehaviour
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{
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public RaycastHit2D hit;
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public Ray ray;
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private LayerMask layerMask;
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private float angleStep = 8;
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public Transform target;
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[Range(1f, 10f)] public float rayLength = 10f;
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public BoxCollider2D box;
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public GameObject camMove;
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public GameObject catMove;
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private int counter = 0;
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// Start is called before the first frame update
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void Start()
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{
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layerMask = LayerMask.GetMask("Player");
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}
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// Update is called once per frame
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void Update()
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{
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for (int i = 1; i <= angleStep; i++)
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{
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var rayAngle = Quaternion.AngleAxis((360f / angleStep) * i, target.forward) * Vector3.left;
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hit = Physics2D.Raycast(target.position, rayAngle, rayLength, layerMask);
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float xe = Mathf.Abs(hit.point.x - target.localPosition.x);
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float ye = Mathf.Abs(hit.point.y - target.localPosition.y);
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float goalx = Mathf.Abs(target.position.x * box.size.x);
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float goaly = Mathf.Abs(target.position.y * box.size.y);
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if (hit && counter >= 150)
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{
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if (ye >=1)
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{
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Debug.Log("Counter Up " + counter);
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Debug.Log("YE " + ye);
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Debug.Log("Goaly " + goaly);
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Debug.Log(target.position.y * box.size.y);
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camMove.transform.position = new Vector3(camMove.transform.position.x + 22f, camMove.transform.position.y, -1.3f);
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catMove.transform.position = new Vector3(catMove.transform.position.x + 10f, catMove.transform.position.y + 1f, 0);
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xe = 0;
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ye = 0;
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goalx = 0;
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goaly = 0;
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counter = 0;
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}
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else
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{
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Debug.Log("Counter Down " + counter);
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Debug.Log("YE " + ye);
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Debug.Log("Goaly " + goaly);
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camMove.transform.position = new Vector3(camMove.transform.position.x - 22f, catMove.transform.position.y + 1.0f, -1.3f);
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catMove.transform.position = new Vector3(catMove.transform.position.x - 10f, catMove.transform.position.y, 0);
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counter = 0;
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xe = 0;
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ye = 0;
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goalx = 0;
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goaly = 0;
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}
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}
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counter++;
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}
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