implement falling platform chain

This commit is contained in:
Cat Flynn 2021-03-24 16:54:34 +00:00
parent cfa6ac4027
commit 122d0e1ff3
17 changed files with 3142 additions and 47 deletions

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@ -3,7 +3,6 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using DG.Tweening; using DG.Tweening;
using Ktyl.Util;
using UnityEngine; using UnityEngine;
[RequireComponent(typeof(Rigidbody))] [RequireComponent(typeof(Rigidbody))]
@ -13,15 +12,14 @@ public class FallawayFloor : MonoBehaviour
public float speed; public float speed;
// Time it takes for ogjecct to begin moving towards the ground. // Time it takes for ogjecct to begin moving towards the ground.
public float fallAwayTime; public float fallAwayTime;
public Material dissolve;
[SerializeField] private Renderer _renderer;
[SerializeField] private SerialFloat objectTimeScale;
[SerializeField] private TrapSettings _settings; [SerializeField] private TrapSettings _settings;
[SerializeField] private GameObject _graphics; [SerializeField] private GameObject _graphics;
private Rigidbody rb; private Rigidbody rb;
private Vector3 initialPosition; private Vector3 initialPosition;
public bool Falling => _triggered;
private bool _triggered = false; private bool _triggered = false;
private void Start() private void Start()
@ -34,7 +32,11 @@ public class FallawayFloor : MonoBehaviour
private void LateUpdate() private void LateUpdate()
{ {
if (!_triggered) return; if (!_triggered)
{
transform.position = initialPosition;
return;
}
if (_settings.FallawayFloor.CanRespawn) if (_settings.FallawayFloor.CanRespawn)
{ {
@ -52,12 +54,7 @@ public class FallawayFloor : MonoBehaviour
{ {
if (!_triggered && other.CompareTag("Player")) if (!_triggered && other.CompareTag("Player"))
{ {
// Start the Destroy floor coroutine and switch to the dissolve material. Fall();
if (objectTimeScale != 0)
{
StartCoroutine(Fall());
_renderer.material = dissolve;
}
} }
} }
@ -67,24 +64,30 @@ public class FallawayFloor : MonoBehaviour
{ {
if (!_triggered && other.CompareTag("Player")) if (!_triggered && other.CompareTag("Player"))
{ {
// Start the Destroy floor coroutine and switch to the dissolve material. Fall();
if (objectTimeScale != 0)
{
StartCoroutine(Fall());
_renderer.material = dissolve;
}
} }
} }
private IEnumerator Fall() public void Fall()
{ {
// already falling
if (_triggered) return;
// time stop
if (_settings.ObjectTimeScale == 0) return;
StartCoroutine(FallCR());
}
private IEnumerator FallCR()
{
_triggered = true;
_graphics.transform.DOShakePosition( _graphics.transform.DOShakePosition(
fallAwayTime, fallAwayTime,
_settings.FallawayFloor.ShakeStrength); _settings.FallawayFloor.ShakeStrength);
FMODUnity.RuntimeManager.PlayOneShot(_settings.FallawayFloor.FMODEvent); FMODUnity.RuntimeManager.PlayOneShot(_settings.FallawayFloor.FMODEvent);
_triggered = true;
// wait a moment // wait a moment
yield return new WaitForSeconds(fallAwayTime); yield return new WaitForSeconds(fallAwayTime);

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@ -0,0 +1,158 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public partial class FallawayFloorChain : MonoBehaviour
{
[SerializeField] private float _spacing;
[SerializeField] private float _delay;
[SerializeField] private bool _forwards;
private readonly List<FallawayFloor> _segments = new List<FallawayFloor>();
private bool _triggered;
private void Start()
{
GetComponentsInChildren(_segments);
}
private void LateUpdate()
{
if (_triggered) return;
for (int i = 0; i < _segments.Count; i++)
{
if (_segments[i].Falling)
{
StartCoroutine(FallCR());
break;
}
}
}
private IEnumerator FallCR()
{
_triggered = true;
var wait = new WaitForSeconds(_delay);
if (_forwards)
{
for (int i = 0; i < _segments.Count; i++)
{
_segments[i].Fall();
yield return wait;
}
}
else
{
for (int i = _segments.Count - 1; i >= 0; i--)
{
_segments[i].Fall();
yield return wait;
}
}
yield return new WaitUntil(() =>
{
var idx = _forwards ? _segments.Count - 1 : 0;
foreach (var segment in _segments)
{
if (segment.Falling) return false;
}
_triggered = false;
if (!_segments[idx].Falling)
{
_triggered = false;
return true;
}
return false;
});
}
}
#region Editor
#if UNITY_EDITOR
public partial class FallawayFloorChain
{
[SerializeField] private GameObject _prefab;
[Range(1,16)]
[SerializeField] private int _length;
public float EDITOR_Spacing => _spacing;
public int EDITOR_Length => _length;
public void EDITOR_Refresh()
{
if (_length == transform.childCount) return;
for (int i = transform.childCount - 1; i >= 0; i--)
{
DestroyImmediate(transform.GetChild(i).gameObject);
}
_segments.Clear();
for (int i = 0; i < _length; i++)
{
var platform = Instantiate(_prefab, transform).GetComponent<FallawayFloor>();
_segments.Add(platform);
}
EDITOR_RefreshSpacing();
}
public void EDITOR_RefreshSpacing()
{
for (int i = 0; i < _segments.Count; i++)
{
_segments[i].transform.localPosition = Vector3.forward * _spacing * i;
}
}
}
[CustomEditor(typeof(FallawayFloorChain))]
public class FallawayFloorChainEditor : Editor
{
private FallawayFloorChain _data;
private void OnEnable()
{
_data = target as FallawayFloorChain;
}
public override void OnInspectorGUI()
{
var spacing = _data.EDITOR_Spacing;
base.OnInspectorGUI();
if (_data.transform.childCount != _data.EDITOR_Length)
{
_data.EDITOR_Refresh();
}
if (spacing != _data.EDITOR_Spacing)
{
_data.EDITOR_RefreshSpacing();
}
}
}
#endif
#endregion

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@ -3,11 +3,15 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using DG.Tweening; using DG.Tweening;
using Ktyl.Util; using Ktyl.Util;
using TMPro;
using UnityEngine; using UnityEngine;
[CreateAssetMenu(menuName = "KernelPanic/Traps/Settings")] [CreateAssetMenu(menuName = "KernelPanic/Traps/Settings")]
public class TrapSettings : ScriptableObject public class TrapSettings : ScriptableObject
{ {
public float ObjectTimeScale => _objectTimeScale;
[SerializeField] private SerialFloat _objectTimeScale;
[Serializable] [Serializable]
public struct FallawayFloorSettings public struct FallawayFloorSettings
{ {
@ -31,7 +35,7 @@ public class TrapSettings : ScriptableObject
} }
public FallawayFloorSettings FallawayFloor => _fallawayFloor; public FallawayFloorSettings FallawayFloor => _fallawayFloor;
[SerializeField] private FallawayFloorSettings _fallawayFloor; [SerializeField] private FallawayFloorSettings _fallawayFloor;
[Serializable] [Serializable]
public struct ArrowWallSettings public struct ArrowWallSettings
{ {

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