Updated animations. Disabled player controller during death. Generally cleaned code.

This commit is contained in:
Programmer-DField 2021-02-15 16:23:29 +00:00
parent adb0c9e673
commit 079fa914a2
12 changed files with 652 additions and 175 deletions

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View File

@ -1879,6 +1879,7 @@ MonoBehaviour:
animator: {fileID: 597246038}
fadeScreen: {fileID: 2047982323}
respawnManager: {fileID: 254941228}
_playerInput: {fileID: 597246034}
--- !u!65 &861196245
BoxCollider:
m_ObjectHideFlags: 0
@ -2822,23 +2823,25 @@ RectTransform:
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!111 &2047982325
Animation:
--- !u!95 &2047982325
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View File

@ -12,6 +12,7 @@ public class SafeZone : MonoBehaviour
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;
@ -21,6 +22,7 @@ public class SafeZone : MonoBehaviour
private void OnTriggerExit(Collider other)
{
// Check if other game object is Player.
if (other.gameObject.name == "Player")
{
isSafe = false;
@ -29,6 +31,7 @@ public class SafeZone : MonoBehaviour
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);
@ -37,6 +40,7 @@ public class SafeZone : MonoBehaviour
private void SetRespawnPoint(Vector3 _respawnPoint)
{
_respawnManager.setRespawnPoint(_respawnPoint);
// Sets respawn point inside the respawn manager.
_respawnManager.SetRespawnPoint(_respawnPoint);
}
}

View File

@ -1,7 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class DeathZone : MonoBehaviour
{
public Animator animator;
@ -10,28 +10,32 @@ public class DeathZone : MonoBehaviour
private GameObject player;
[SerializeField] private RespawnManager respawnManager;
[SerializeField] private PlayerInput _playerInput;
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.
if (other.gameObject.name == "Player")
{
player = other.gameObject;
StartCoroutine(respawnPlayer());
StartCoroutine(RespawnPlayer());
}
}
IEnumerator respawnPlayer()
// Corountine to trigger death animation, disable player movement, play fade, respawn player at last safe position and then play fade in animation and re-enable player movement.
IEnumerator RespawnPlayer()
{
animator.SetTrigger("IsDead");
yield return new WaitForSeconds(2);
_playerInput.enabled = false;
yield return new WaitForSeconds(0.5f);
fadeScreen.GetComponent<Animation>().Play("fadeAnim");
//yield return new WaitForSeconds(0.5f);
fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
yield return new WaitForSeconds(1.5f);
player.transform.position = respawnManager.getRespawnPoint();
yield return new WaitForSeconds(2);
player.transform.position = respawnManager.GetRespawnPoint();
fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
yield return new WaitForSeconds(0.5f);
fadeScreen.GetComponent<Animation>().Play("fadeInAnim");
_playerInput.enabled = true;
yield return null;
}
}

View File

@ -6,16 +6,19 @@ public class RespawnManager : MonoBehaviour
{
private Vector3 respawnPoint;
public void setRespawnPoint(Vector3 _respawnPoint)
// Set respawn point in Respawn Manager.
public void SetRespawnPoint(Vector3 _respawnPoint)
{
respawnPoint = _respawnPoint;
}
public Vector3 getRespawnPoint()
// Return the respawn point.
public Vector3 GetRespawnPoint()
{
return respawnPoint;
}
// Show current respawn point in log. This can be deleted at later stage.
private void Update()
{
Debug.Log(respawnPoint);