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escapism's Introduction

Introduction

TODO: Give a really long introduction of your project. Let this section explain the objectives or the motivation behind this project.

Getting Started

TODO: Guide users through getting your code up and running on their own system. In this section you can talk about:

  1. Installation process
  2. Software dependencies
  3. Latest releases
  4. API references

Build and Test

TODO: Describe and show how to build your code and run the tests.

Contribute

TODO: Explain how other users and developers can contribute to make your code better.

If you want to learn more about creating good readme files then refer the following guidelines. You can also seek inspiration from the below readme files:

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escapism's Issues

Create Interactable

  • Create Interactable.prefab.
  • Add Interactable.cs to Interactable.prefab
  • Add Interactable.prefab to an Object in the scene
  • Copy Existing Interactable code to above Interactable.cs
  • Add Interator.cs to Interaction.prefab
  • Interactable.cs should have event OnInteraction
  • Interactor.cs should have function Interact()
  • InteractiveCheck.cs

Add Ability (1) - Telekinesis

  • Create Telekinetic.prefab
  • Add new Telekintetic.cs to Telekinetic.prefab
  • Add Telekinetic.prefab on some random cube
  • Really depends on design, but perhaps a "weight" variable could be something fun to play with
  • Create Telekinesis.cs
  • Add Telekinesis.cs to Ability (1).prefab
  • OnMouseDown, detect any object with Telekinectic in raycast.. if so "Focus" object and apply physical force
  • OnMouseUp Release any focused objects

Collect Collectibles

  • Create Collectible.prefab
  • Add Collectible.cs to Collectible.prefab
  • Add Collectible.prefab to a random item
  • Create Collector.cs
  • Add Collector.cs to Collection.prefab
  • Create OnCollect() on Collectible
  • Create Collect on Collector
  • Play Sound OnCollect
  • Destroy GameObject OnCollect
  • Perhaps spawn particle OnCollect
  • Add to Inventory or Counter on Collector

Add Weapon.cs that requires WeaponType.cs

  • WeaponType.cs is abstract ScriptableObject with Attack(Vector3 position, Quaternion rotation) function
  • WeaponTypeMelee.cs will play Animation and enable hitbox for duration
  • WeaponTypeProjectile.cs will play animation and create projectile prefab at position and rotation.
  • WeaponTypeRaycasy.cs will play animation, create raycast, and create muzzle animation at position and rotation.

Implement Footsteps.cs [Here is my recommendation, you don't have to follow this recipe]

  • Create ScriptableObject SoundEffect.cs
  • Add public AudioClip variable;
  • Create function Play(Vector3) which Creates a new GameObject with AudioSource that plays AudioClip and Destroys GameObject when (built-in function Destroy(gameObject, clip.Length))
  • Add two SoundEffect references to FootSteps.cs
  • Add bool isMoving
  • Add float timeBetweenFootsteps
  • onUpdate if moving and time to play sound, play sound

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