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Created with Raphaël 2.2.024Dec4Jun14Feb92130Jan211817141232updated to unity 2019.3.0f1mastermasterChanges to terrain and minor changes to gameobjectsaround 20ms latency communication, most effort taken up by the ditor itselfIncoming new data is now managed as an Event. The arduino input can now be fed into the spell buffer. Might make a change to the protocol to include a 1x3 list of float information for later thingsMade changes to the serial communication to stop creating a coroutine, waiting for it to end and creating a new one each update. This caused the system to lag. Instead, I made a recursive call at the start so that at the end of each coroutine, it will add another one.Added a text feature in the HP and MP sections for the stat bar. Need to get onto Arduino implementation soonAdded the MP expendature and regen bar. Maybe make a HP regen too.Added the green and blue monsters with appropriate spells. I need to make a dictionary for the spells somewhere. Either that or assort them into a script object that will take care of them for me. Like in the spells GameObject. The blue slime currently does not flash. Will probably need to make changes to the material properties for that, either through script or on the editor. Will need to make an MP bar next.Fixed the issue with being able to do damage during the charging phase. However, for some reason the shootablelayer and the nothing layer hare switched around. Added an eventmanager system to try and do the interactions between the casting mechanics but it wasn't required. Will use this in the future for menu popups, leveling, pickups etcMade the flashing when using the correct spell an option. The enemies when hit no longer teleport a short instanceAttempting to make the enemies flash when they are hit with the right spell. Changed the collision from rayhit to particle collision on the object. Each particle has been given a longer lifetime. This seems to be working. The scaling to get to MaxParticles does not seem to have issues.Added the spawning functionality from a singular location for enemies and also combination sequencing for spell listsAdded the spell and monster archetypes organised by element type (fire, water & earth). Started the buffer for the input commands but there's a problem with the buffering at the end of the array. This will need to be looked at laterNow added an option to change between fire and water magic using the keys, 1 and 2. Updated the playerHealth code so they cannot cast spellif deadFirst commit for UnityMerge branch 'revert-b3a54d77' into 'master' Revert "Add new directory"revert-b3a54d77revert-b3a54d77Add new directoryAdd readme.md