Friday, April 29, 2016

Enemy Health



In order for the enemies to not be one hits, I adapted the player health scripts to fit the need for the enemies. The damage script is called from the Player's damage script and the variable for the damage is changed through the player for a more modular use.

Tuesday, April 26, 2016

Health Bar

For the health bar, I referenced the slider and changed the value of the fill according to the value of the health of the player. Working with the GUI was challenging because the scripts from the Unity slider and other GUI items were deleted and could not be replaced, forcing us to recreate the UI when a new build was created.

Friday, April 22, 2016

Collection System

The crystal collection calls the method for the GUI collection numbers on the screen. When the event is triggered, the method is called to increase the number of crystals collected on the screen. The text component and Image were children to the main object and were called upon through a tag.

Saturday, April 16, 2016

Portal sizing up and down

For the portals near the crystal, we had a portal grow in size as the player gets closer to the crystal, and shrink when the player is out of range.

I showed Hector how to use the IEnum ( Co routines) to iterate through the growth and shrink.

Monday, April 11, 2016

Build crashes

For a few weeks, the build would crash if the game (both VR & AR) was played more than once in the editor. Looking through the folders, I found a scene and a few assets copied into a folder outside of the main Assets folder which caused the problem, after I deleted that, the problem was fixed and I asked the build master to clean the build further.

Saturday, April 2, 2016

Pulsing light


For the organic mechanism opening the portal, I created a pulsing light that changes colors as it dims and brightens. Using a base from the Unity API, I found the pulsing light and changed it to suit our needs. PingPong is new to me and I have recently started using Cos and Sin as multipliers in the code. Hopefully, like other aspects of code, this will make more sense over time.