use SO-based references for respawn position and events
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@ -1,46 +1,20 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using Ktyl.Util;
|
||||
|
||||
public class SafeZone : MonoBehaviour
|
||||
{
|
||||
private GameObject player;
|
||||
private bool isSafe = false;
|
||||
[SerializeField] private SerialVector3 _respawnPosition;
|
||||
|
||||
[SerializeField] private RespawnManager _respawnManager;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
// Check to see if other collider is Player. If true set player to other game object.
|
||||
if (other.gameObject.name == "Player")
|
||||
{
|
||||
isSafe = true;
|
||||
player = other.gameObject;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
private void OnTriggerStay(Collider other)
|
||||
{
|
||||
// Check if other game object is Player.
|
||||
if (other.gameObject.name == "Player")
|
||||
{
|
||||
isSafe = false;
|
||||
_respawnPosition.Value = other.gameObject.transform.position;
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
// Sets the respawn point to the current player position as long as they are within a safe zone.
|
||||
if (isSafe)
|
||||
{
|
||||
SetRespawnPoint(player.transform.position);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetRespawnPoint(Vector3 _respawnPoint)
|
||||
{
|
||||
// Sets respawn point inside the respawn manager.
|
||||
_respawnManager.SetRespawnPoint(_respawnPoint);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ktyl.Util;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
public class DeathZone : MonoBehaviour
|
||||
|
@ -9,8 +11,10 @@ public class DeathZone : MonoBehaviour
|
|||
|
||||
private GameObject player;
|
||||
|
||||
[SerializeField] private RespawnManager respawnManager;
|
||||
[SerializeField] private PlayerInput _playerInput;
|
||||
[SerializeField] private SerialVector3 _respawnPosition;
|
||||
[SerializeField] private GameEvent _playerDeath;
|
||||
[SerializeField] private GameEvent _playerRespawn;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
// Checks to make sure other collider is the Player. Sets player variable as Player game object and starts the coroutine.
|
||||
|
@ -25,17 +29,22 @@ public class DeathZone : MonoBehaviour
|
|||
IEnumerator RespawnPlayer()
|
||||
{
|
||||
animator.SetTrigger("IsDead");
|
||||
_playerInput.enabled = false;
|
||||
|
||||
_playerDeath.Raise();
|
||||
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
|
||||
player.transform.position = respawnManager.GetRespawnPoint();
|
||||
|
||||
// move player to respawn position
|
||||
player.transform.position = _respawnPosition;
|
||||
|
||||
fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
_playerInput.enabled = true;
|
||||
_playerRespawn.Raise();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
|
@ -1,26 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class RespawnManager : MonoBehaviour
|
||||
{
|
||||
private Vector3 respawnPoint;
|
||||
|
||||
// Set respawn point in Respawn Manager.
|
||||
public void SetRespawnPoint(Vector3 _respawnPoint)
|
||||
{
|
||||
respawnPoint = _respawnPoint;
|
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}
|
||||
|
||||
// Return the respawn point.
|
||||
public Vector3 GetRespawnPoint()
|
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{
|
||||
return respawnPoint;
|
||||
}
|
||||
|
||||
// Show current respawn point in log. This can be deleted at later stage.
|
||||
private void Update()
|
||||
{
|
||||
Debug.Log(respawnPoint);
|
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}
|
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}
|
|
@ -1,11 +0,0 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -2,10 +2,25 @@ using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace Ktyl.Util
|
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{
|
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[CreateAssetMenu(menuName = "ktyl/Util/V3")]
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public class SerialVector3 : SerialVar<Vector3>
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{
|
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}
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|
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#region Editor
|
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#if UNITY_EDITOR
|
||||
|
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[CustomEditor(typeof(SerialVector3))]
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public class SerialVector3Editor : SerialVarEditor<Vector3>
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{
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}
|
||||
|
||||
#endif
|
||||
#endregion
|
||||
}
|
Loading…
Reference in New Issue