game(scripts): add aerial faith detection scripts
wheeeeeeeee!
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RunningLateGame/Assets/Scripts/AerialFaithDeathTrigger.cs
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29
RunningLateGame/Assets/Scripts/AerialFaithDeathTrigger.cs
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/*
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* author: mark joshwel
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* date: 10/8/2024
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* description: trigger to detect if the player did not land in an aerial faith landing trigger
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*/
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using UnityEngine;
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/// <summary>
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/// detection behaviour class
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/// </summary>
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public class AerialFaithDeathTrigger : MonoBehaviour
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{
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/// <summary>
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/// the trigger that detects if the player has jumped out of the play area
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/// </summary>
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[SerializeField] private AerialFaithJumpTrigger linkedJumpTrigger;
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/// <summary>
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/// detect if player has entered the trigger
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/// </summary>
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/// <param name="other">colliding game object</param>
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private void OnTriggerEnter(Collider other)
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{
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if (!other.CompareTag("Player") || !linkedJumpTrigger.isPlayerInAir) return;
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Debug.Log("AerialFaithDeathTrigger: player missed, and will be baked");
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// TODO: kill player
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}
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}
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fileFormatVersion: 2
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guid: 7d5a9cf332774b06a7a334f98b8b2014
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timeCreated: 1723266227
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28
RunningLateGame/Assets/Scripts/AerialFaithJumpTrigger.cs
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28
RunningLateGame/Assets/Scripts/AerialFaithJumpTrigger.cs
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/*
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* author: mark joshwel
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* date: 10/8/2024
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* description: trigger to detect if the player has jumped out of play area
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*/
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using UnityEngine;
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/// <summary>
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/// detection behaviour class
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/// </summary>
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public class AerialFaithJumpTrigger : MonoBehaviour
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{
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/// <summary>
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/// bool to check if player is airborne
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/// </summary>
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public bool isPlayerInAir;
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/// <summary>
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/// detect if player has jumped out of the trigger
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/// </summary>
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/// <param name="other">colliding game object</param>
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private void OnTriggerExit(Collider other)
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{
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if (other.CompareTag("Player")) isPlayerInAir = true;
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Debug.Log("AerialFaithJumpTrigger: player is airborne");
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}
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}
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fileFormatVersion: 2
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guid: 27200cbaa7196664b96b3c786389d7eb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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29
RunningLateGame/Assets/Scripts/AerialFaithLandingTrigger.cs
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RunningLateGame/Assets/Scripts/AerialFaithLandingTrigger.cs
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/*
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* author: mark joshwel
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* date: 10/8/2024
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* description: trigger to detect if the player landed in a specific area
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*/
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using UnityEngine;
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/// <summary>
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/// detection behaviour class
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/// </summary>
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public class AerialFaithLandingTrigger : MonoBehaviour
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{
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/// <summary>
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/// the trigger that detects if the player has jumped out of the play area
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/// </summary>
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[SerializeField] private AerialFaithJumpTrigger linkedJumpTrigger;
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/// <summary>
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/// detect if player has entered the trigger
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/// </summary>
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/// <param name="other">colliding game object</param>
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private void OnTriggerEnter(Collider other)
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{
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if (!other.CompareTag("Player") || !linkedJumpTrigger.isPlayerInAir) return;
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Debug.Log("AerialFaithLandingTrigger: player landed");
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linkedJumpTrigger.isPlayerInAir = false;
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}
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}
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fileFormatVersion: 2
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guid: a8b674965ae7094458813aa68d06bb78
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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