jasonlin43212 / heist Goto Github PK
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Home Page: https://jasonlin43212.github.io/Heist/
I think in the future we might want to limit the range of crowbars to not go through walls. For prototype 2 it seems fine, but in future we should probably change it.
Lilian's to-do list
Need a meeting plan for our pitch meeting
After disabling 2 cameras and then losing while those cameras are still disabled. Upon restart, you cannot disable any more cameras.
warning CS0108: 'DoorBehavior.collider' hides inherited member 'Component.collider'. Use the new keyword if hiding was intended.
warning CS0108: 'PlayerMovement.collider' hides inherited member 'Component.collider'. Use the new keyword if hiding was intended.
Please resolve these; warnings are never good to leave unattended.
The basic issue is that these two scripts have a variable called "collider" which interferes with an existing variable name. Please rename "collider" to something else, and that should resolve this.
Not doing it myself because I don't know which branch is appropriate to modify.
Have nooks and crannies. A room that you go into and out with a guard blocking the entrance.
Opening doors in the bigger levels (design places where the doors are placed)
Have places for camera too.
Players are 0.5x size of hallways.
tags are interrupted by invisibility when the text is revealed slowly
also get rid of the next space index cuz it's not needed just invisible everything
Guards can open doors if they need to go through them for some reason
Make the mouse cameras easier to disable.
When an item is picked up, it should show up as an icon on the player's screen so they know what they're holding. Probably something like a sprite and/or the name of the item.
Notes: I've made a Player HUD prefab (under Prefabs/HUD) which is duplicated twice; one for each player. This way both players can have a symmetrical UI you only need to edit through the prefab. You'll want to add stuff like images and texts to this prefab.
Notes: Look at Scripts/HUD/PlayerHUDScript.cs. You should put most of the relevant code in UpdateItemUI(), where I've already given examples of how to get any relevant information I think you'll need (feel free to ask if you need anything else). IDK how best to handle UI tbh, but the way I normally do it is to add public variables for Image, Text, etc. to PlayerHUDScript, and then use the editor to add children UI elements in your prefab into the script fields.
Uhhh right now the crowbar is just like all the "sprites" I make which is a colorful square. You can change the Sprite Object child of the item prefabs (please change the prefabs, not the example) and make it actually look good idk, or replace the Sprite Object entirely (just make sure it has a sprite and a collider set to Trigger, and is linked to the item script of its parent).
Display sprites: So if you want to show an image of the item being held for the UI, you'll need a display sprite of some sort. The item prefabs are set up with a place in the ItemDescriptor script where you can link a sprite and then reference it (example in PlayerHUDScript). This is separate for now in case you want a different sprite from the one actually shown on the map. An alternative would be to just use the same sprite image, in which case you should just take it from the sprite object programmatically.
doors that are toggled by players both standing on separate buttons
This will be implemented as a "ButtonDoor" prefab which needs to be linked to two "Button" prefabs. (Link the same prefab to both fields if you want it to be controlled by just one button.)
There are options for making it a permanent toggle (i.e. you can't press the buttons again to re-toggle the door) or a "uses immediate button state " (i.e. instead of toggling with each press, state of door depends on if buttons are currently pressed or not).
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