Merge branch 'feature/checkpoints' into 'main'
Checkpoints See merge request kernel-panic/revival!9
This commit is contained in:
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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public class SafeZone : MonoBehaviour
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{
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private GameObject player;
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private bool isSafe = false;
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[SerializeField] private RespawnManager _respawnManager;
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private void OnTriggerEnter(Collider other)
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{
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// Check to see if other collider is Player. If true set player to other game object.
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if (other.gameObject.name == "Player")
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{
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isSafe = true;
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player = other.gameObject;
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}
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}
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private void OnTriggerExit(Collider other)
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{
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// Check if other game object is Player.
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if (other.gameObject.name == "Player")
|
||||
{
|
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isSafe = false;
|
||||
}
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||||
}
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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);
|
||||
}
|
||||
}
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||||
|
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private void SetRespawnPoint(Vector3 _respawnPoint)
|
||||
{
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||||
// Sets respawn point inside the respawn manager.
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||||
_respawnManager.SetRespawnPoint(_respawnPoint);
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}
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}
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using System.Collections;
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using System.Collections.Generic;
|
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using UnityEngine;
|
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using UnityEngine.InputSystem;
|
||||
public class DeathZone : MonoBehaviour
|
||||
{
|
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public Animator animator;
|
||||
public GameObject fadeScreen;
|
||||
|
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private GameObject player;
|
||||
|
||||
[SerializeField] private RespawnManager respawnManager;
|
||||
[SerializeField] private PlayerInput _playerInput;
|
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private void OnTriggerEnter(Collider other)
|
||||
{
|
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// Checks to make sure other collider is the Player. Sets player variable as Player game object and starts the coroutine.
|
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if (other.gameObject.name == "Player")
|
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{
|
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player = other.gameObject;
|
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StartCoroutine(RespawnPlayer());
|
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}
|
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}
|
||||
|
||||
// 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.
|
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IEnumerator RespawnPlayer()
|
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{
|
||||
animator.SetTrigger("IsDead");
|
||||
_playerInput.enabled = false;
|
||||
yield return new WaitForSeconds(0.5f);
|
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|
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fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
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yield return new WaitForSeconds(1.5f);
|
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|
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player.transform.position = respawnManager.GetRespawnPoint();
|
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fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
|
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yield return new WaitForSeconds(0.5f);
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_playerInput.enabled = true;
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yield return null;
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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|
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public class RespawnManager : MonoBehaviour
|
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{
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private Vector3 respawnPoint;
|
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|
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// Set respawn point in Respawn Manager.
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public void SetRespawnPoint(Vector3 _respawnPoint)
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{
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respawnPoint = _respawnPoint;
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}
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// Return the respawn point.
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public Vector3 GetRespawnPoint()
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{
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return respawnPoint;
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}
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// Show current respawn point in log. This can be deleted at later stage.
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private void Update()
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{
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Debug.Log(respawnPoint);
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}
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"com.unity.ide.visualstudio": "2.0.5",
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@ -84,6 +84,15 @@
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"dependencies": {},
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"url": "https://packages.unity.com"
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},
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"com.unity.polybrush": {
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"version": "1.0.2",
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"url": "https://packages.unity.com"
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Loading…
Reference in New Issue