Merge branch 'feature/checkpoints' into 'main'

Checkpoints

See merge request kernel-panic/revival!9
This commit is contained in:
Cinder Foster-Smith 2021-02-22 15:26:00 +00:00
commit 0839767d25
51 changed files with 5433 additions and 45 deletions

6
game/.vsconfig Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class SafeZone : MonoBehaviour
{
private GameObject player;
private bool isSafe = false;
[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)
{
// Check if other game object is Player.
if (other.gameObject.name == "Player")
{
isSafe = false;
}
}
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);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class DeathZone : MonoBehaviour
{
public Animator animator;
public GameObject fadeScreen;
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());
}
}
// 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");
_playerInput.enabled = false;
yield return new WaitForSeconds(0.5f);
fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
yield return new WaitForSeconds(1.5f);
player.transform.position = respawnManager.GetRespawnPoint();
fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
yield return new WaitForSeconds(0.5f);
_playerInput.enabled = true;
yield return null;
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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;
}
// 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);
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