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Rice Shower

A topic by saitot created Feb 12, 2019 Views: 832 Replies: 41
Viewing posts 1 to 39
Submitted

Hello from TAMA in Tokyo!

am H.T.SAITO as saitot, the other member will join soon :)

Now it's 21:00 JST, the Jam will start from 2:00 am hahaha

Submitted (1 edit)

Members of YDK, DFO, M@GIC★ and Rice Shower

Host

Seems we have a winner's team there! :-)

Submitted
Submitted

Submitted

Host

Hi guys,

Thank you for the photo! Keep on going!

Submitted

Thank you ! We 're enjoying the situation.


Submitted

Host

thank you

Submitted

Host

Thanks

Submitted

Submitted

Host

Thanks

Host

Thank you!

Host

Hello there !

Is everything ok ? Don't forget to post your WIP.

Thank you for the photo of your teams ! I'll post it on Facebook soon !

Bonsor, the active developer has switched and I could not access here until now.

Everything is fine for us, unless that we are working in turn and the photo of all the member would be very hard now. 

A bientot

(1 edit)

The abstract class that I made within last two hours:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
abstract public class TriggerAction : MonoBehaviour
{
    bool lastTriggerState;
    // Start is called before the first frame update
    void Start()
    {
        lastTriggerState = gameObject.GetComponent<TriggerManager>().isTriggered;
    }
    // Update is called once per frame
    void Update()
    {
        if (gameObject.GetComponent<TriggerManager>().isTriggered)
            if (lastTriggerState == false)
            {
                lastTriggerState = true;
                OnTriggered();
            }
            else
            {
                TriggeredUpdate();
            }
    }
    protected abstract void OnTriggered();
    protected abstract void TriggeredUpdate();
}
(1 edit)

Sample code to use TriggerAction abstract class:

public class TriggerActionFly : TriggerAction
{
    protected override void OnTriggered()
    {
        gameObject.GetComponent<Renderer>().material.color = Color.red;
    }
    protected override void TriggeredUpdate()
    {
        gameObject.transform.position += Vector3.right * 0.1f;
    }
}

The TriggerManager class to determine if the object is triggered:

public class TriggerManager : MonoBehaviour
{
    public bool isTriggered = false;
    public bool requireZoom;
    public TriggerManager[] prerequisites;     // Start is called before the first frame update
    void Start()
    {     }     // Update is called once per frame
    void Update()
    {
        
    }     public bool pullTrigger(bool isZoomed)
    {
        // ズームでのトリガを要求するオブジェクトが、非ズーム状態で呼ばれても無視。
        if (requireZoom && !isZoomed)
            return false;         // 前提条件オブジェクトが、トリガを引かれていない状態で存在するならば
        // トリガは引かれない。
        for (int i = 0; i < prerequisites.Length; i++)
            if (prerequisites[i] != null && !prerequisites[i].isTriggered)
                return false;         // ここまで来たら、自分のトリガを引く。
        isTriggered = true;
        return true;
    }
}
Host

Thanks for the update of programmation ! :-)

Good luck team!

Le temps est compté! :)

Les autres membres arrivent dans quelques heures.

How to use Trigger Object

Trigger Object

Attach TriggerManger to the GameObject. If it is an object that requires "Zoom" status, check RequireZoom. If there is no prerequisites, it is done. (fig.1)

図1:単独トリガ(ズーム必須)

When the object requires other objects have already triggered, put them into prerequisites list. The object requires all the objects are triggered or destroyed. (fig.2)

図2:トリガ前提条件


Usage sample (fig.3)

    void activateObject()
   {
       Camera cam = GetComponent<Camera>();
       Ray ray = new Ray(cam.transform.position, cam.transform.forward);
       RaycastHit hit;
       if (Physics.Raycast(ray, out hit))
       {
           hit.transform.gameObject.GetComponent<TriggerManager>().pullTrigger(isZoomed);
       }
   }

図3:pullTrigger 呼び出し例(ViewController 内に実装ずみ)

Actions

To define the actions after the triggers, implement the action class from abstract class TriggerAction. (fig.4) Two protected override functions must be implemented. They are automatically called when the object is once triggered.

Caution: In this class, Update / Start are not called.

図4:トリガが引かれたときの処理(対象オブジェクトの破棄) TriggerActionDestroy.cs

図5:トリガが引かれたら継続して実行したい処理(右へ移動) TriggerActionFly.cs

Submitted

For sounds, using sound creating appli

Host

Great! Thanks for the Update! have fun for the next hours :)

Can't wait to hear that...

Tweaking Particle System.


Finalement,  on va entrer!

Host

Hoooo! ^^ We will probably find something intersting here!

Host

Thanx for posting!

Submitted

Host

Thanks for your update ! 

Conflicts!! That was close.


Host

Thanks for your update ! dont forget to post now a safety executable build (look at the "Safety build" topic)

Host

Hey, any news about your submission?

We just uploaded to itch and forgot to notify here:

https://saitot.itch.io/holy-cave-of-ruins

As shown on the webpage, it was uploaded before 3AM. Merci!