11 Commits

Author SHA1 Message Date
Jan Groß
c64220a353 Revert "Merge branch 'leveldesign_r'"
This reverts commit 998a52fe3c.
2018-09-08 17:50:49 +02:00
Jan Groß
998a52fe3c Merge branch 'leveldesign_r'
# Conflicts:
#	Assets/Blender/longplateau_horizontal.blend.meta
#	Assets/Blender/rock_wall_edge.blend.meta
#	Assets/Blender/rock_wall_ridge.blend.meta
#	Assets/Blender/rock_wall_stepped.blend.meta
#	Assets/Blender/rocks01.blend.meta
#	Assets/Blender/spikertap1.blend.meta
#	Assets/Blender/tree_platform.blend.meta
#	Assets/Blender/tree_tops.blend.meta
#	Assets/Blender/trees_with_trunks.blend.meta
#	Assets/Blender/waves.blend.meta
#	Assets/Materials/Sprites.meta
#	Assets/Scenes/Level_Cave.unity
2018-09-08 17:44:36 +02:00
Jan Groß
7c7757be99 Merge pull request #8 from JanGross/level_detail_bc
Merging level design 2 into master
2018-09-02 21:08:08 +02:00
Jan Groß
e7054d137e Merge branch 'master' into level_detail_bc 2018-09-02 21:03:34 +02:00
Jan Groß
735d943773 Merge pull request #7 from JanGross/leveldesign_r
Merging leveldesign 1 into master
2018-09-02 20:59:28 +02:00
Jan Groß
497c653196 Beach and cave map update 2018-09-02 20:58:11 +02:00
Jan Groß
1a13847d77 Adding fog zones 2018-09-02 20:56:15 +02:00
Jan Groß
1bc2a564ec Model Updates and luch models 2018-09-02 20:55:45 +02:00
Jan Groß
da62c3af08 Implemented charge cancelling
Stop charging with mouse 2 and still stick to things
2018-09-02 18:25:11 +02:00
Jan Groß
a33228238f [FIX] Lurch respawn
Fixed issues with respawning the lurch when sticking to ground
2018-09-02 17:57:38 +02:00
Jan Groß
7be249b397 [FIX] Rock wall normals 2018-09-02 16:19:30 +02:00
227 changed files with 24567 additions and 58683 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LurchSounds : MonoBehaviour {
public AudioSource theSource;
public AudioClip jump;
public AudioClip land;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
private void OnCollisionEnter(Collision collision)
{
theSource.clip = land;
theSource.Play();
}
private void OnCollisionExit(Collision collision)
{
theSource.clip = jump;
theSource.Play();
}
}

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Assets/Forest_Blender/waves.blend (Stored with Git LFS)

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