Merge branch 'main' into feature/menus
This commit is contained in:
commit
242ccb6fcb
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||||
propertyPath: m_Name
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||||
value: MusicTriggerZone
|
||||
objectReference: {fileID: 0}
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||||
m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 69243a66990c1e7459a7579bf6208a7d, type: 3}
|
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--- !u!1001 &3060674077596672761
|
||||
PrefabInstance:
|
||||
m_ObjectHideFlags: 0
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||||
|
@ -58123,15 +58370,15 @@ PrefabInstance:
|
|||
objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z
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||||
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8182946073398961947, guid: e6d7cef5acc5fa648b624bfc6d857e8b, type: 3}
|
||||
propertyPath: m_LocalRotation.w
|
||||
|
|
|
@ -1,9 +1,10 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using UnityEngine;
|
||||
using FMOD;
|
||||
using FMOD.Studio;
|
||||
using FMODUnity;
|
||||
using EventInstance = FMOD.Studio.EventInstance;
|
||||
|
||||
[RequireComponent(typeof(FMODUnity.StudioBankLoader))]
|
||||
public class AudioManager : MonoBehaviour
|
||||
|
@ -26,6 +27,14 @@ public class AudioManager : MonoBehaviour
|
|||
[EventRef]
|
||||
private string _musicId;
|
||||
|
||||
[SerializeField]
|
||||
private float _trackDeltaPerSecond;
|
||||
|
||||
private const string TRACK_PARAM = "Track";
|
||||
|
||||
private float _currentTrack = 1f;
|
||||
private int _targetTrack = 1;
|
||||
|
||||
[SerializeField]
|
||||
private AdjustableAudioBus _musicBus;
|
||||
|
||||
|
@ -38,19 +47,35 @@ public class AudioManager : MonoBehaviour
|
|||
[SerializeField]
|
||||
private AdjustableAudioBus _uiBus;
|
||||
|
||||
public AudioManager Instance { get; private set; }
|
||||
private static AudioManager _instance;
|
||||
|
||||
private EventInstance _musicInstance;
|
||||
|
||||
public static void SetTrack( int track, bool forceLower = false )
|
||||
{
|
||||
if ( forceLower || track > _instance._targetTrack )
|
||||
{
|
||||
_instance._targetTrack = track;
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
float dt = Time.deltaTime;
|
||||
float maxDelta = dt * _trackDeltaPerSecond;
|
||||
_currentTrack = Mathf.MoveTowards( _currentTrack, (float) _targetTrack, maxDelta );
|
||||
_musicInstance.setParameterByName( TRACK_PARAM, _currentTrack );
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if ( Instance != null )
|
||||
if ( _instance != null )
|
||||
{
|
||||
Destroy( gameObject );
|
||||
return;
|
||||
}
|
||||
|
||||
Instance = this;
|
||||
_instance = this;
|
||||
|
||||
GetComponent<StudioBankLoader>().enabled = true;
|
||||
|
||||
|
|
|
@ -0,0 +1,19 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MusicTriggerZone : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
[Range( 1, 7 )]
|
||||
private int _track = 1;
|
||||
|
||||
[SerializeField]
|
||||
private bool _forceIfLower;
|
||||
|
||||
private void OnTriggerEnter( Collider other )
|
||||
{
|
||||
AudioManager.SetTrack( _track, _forceIfLower );
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 42ae269bbe33edf4fb811511820ba248
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -5,11 +5,25 @@ using UnityEngine;
|
|||
|
||||
public class PlayerAnimationController : MonoBehaviour
|
||||
{
|
||||
private const string IS_WALKING = "IsWalking";
|
||||
private const string IN_JUMP_STATE = "InJumpState";
|
||||
private const string IN_BOOST_STATE = "InBoostState";
|
||||
public struct AnimationParams
|
||||
{
|
||||
public bool IsWalking;
|
||||
public bool InJumpState;
|
||||
public bool InBoostState;
|
||||
}
|
||||
|
||||
[SerializeField] private Animator _animator;
|
||||
[SerializeField] private CharacterController _controller;
|
||||
|
||||
private void Update()
|
||||
private AnimationParams _params;
|
||||
|
||||
public void ProcessAnimUpdate( AnimationParams animParams )
|
||||
{
|
||||
_animator.SetBool("Is Walking", _controller.velocity.magnitude > 0.01f);
|
||||
_animator.SetBool(IS_WALKING, animParams.IsWalking);
|
||||
_animator.SetBool(IN_JUMP_STATE, animParams.InJumpState);
|
||||
_animator.SetBool(IN_BOOST_STATE, animParams.InBoostState);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,9 @@
|
|||
using Extensions;
|
||||
using UnityEngine;
|
||||
using NaughtyAttributes;
|
||||
using Ktyl.Util;
|
||||
using System.Collections;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
|
@ -16,6 +19,9 @@ public class PlayerController : MonoBehaviour
|
|||
[SerializeField]
|
||||
private CharacterController _controller;
|
||||
|
||||
[SerializeField]
|
||||
private PlayerAnimationController _animController;
|
||||
|
||||
[SerializeField]
|
||||
private PlayerPowers _powers;
|
||||
|
||||
|
@ -68,6 +74,15 @@ public class PlayerController : MonoBehaviour
|
|||
private const float TAU = Mathf.PI * 2f;
|
||||
private const float HALF_PI = Mathf.PI / 2f;
|
||||
|
||||
private float timeSinceStop;
|
||||
|
||||
[Header("Power Freeze")]
|
||||
[SerializeField]
|
||||
private SerialFloat objectTimeScale;
|
||||
|
||||
[SerializeField]
|
||||
private SerialFloat frozenTime;
|
||||
|
||||
private enum JumpState
|
||||
{
|
||||
None,
|
||||
|
@ -149,6 +164,33 @@ public class PlayerController : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
private void UpdateFreeze( float dt)
|
||||
{
|
||||
if ( _powers.Freeze.CanConsume && _inputHandler.InputState.Freeze.GetRawValue() )
|
||||
{
|
||||
_powers.Freeze.Consume();
|
||||
objectTimeScale.Value = 0f;
|
||||
}
|
||||
|
||||
if (_powers.Freeze.timeSinceConsume > frozenTime)
|
||||
{
|
||||
UnfreezeTime();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void UnfreezeTime()
|
||||
{
|
||||
objectTimeScale.Value = 1f;
|
||||
}
|
||||
|
||||
private void FreezeReset()
|
||||
{
|
||||
_powers.Freeze.Reset();
|
||||
}
|
||||
|
||||
|
||||
private void UpdateJump(float dt)
|
||||
{
|
||||
_fallTime = _grounded ? 0f : (_fallTime + dt);
|
||||
|
@ -255,6 +297,17 @@ public class PlayerController : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
private void UpdateAnims()
|
||||
{
|
||||
var animParams = new PlayerAnimationController.AnimationParams();
|
||||
|
||||
animParams.IsWalking = _controller.velocity.sqrMagnitude > 0.01f;
|
||||
animParams.InJumpState = _jumpState != JumpState.None;
|
||||
animParams.InBoostState = _jumpState == JumpState.Boost || _jumpState == JumpState.Exhausted;
|
||||
|
||||
_animController.ProcessAnimUpdate( animParams );
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
float dt = Time.fixedDeltaTime;
|
||||
|
@ -273,10 +326,12 @@ public class PlayerController : MonoBehaviour
|
|||
UpdateJump( dt );
|
||||
UpdateLook( dt );
|
||||
UpdateBlink( dt );
|
||||
UpdateFreeze( dt );
|
||||
UpdateGravity( dt );
|
||||
UpdateDrag( dt );
|
||||
UpdateMovement( dt );
|
||||
UpdateDebug();
|
||||
UpdateAnims();
|
||||
|
||||
_controller.Move(
|
||||
new Vector3(
|
||||
|
|
|
@ -24,15 +24,17 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
public BufferedInput Jump;
|
||||
public BufferedInput Blink;
|
||||
public BufferedInput Use;
|
||||
public BufferedInput Freeze;
|
||||
public CameraRelativeInput Move;
|
||||
public Vector2 Look;
|
||||
public float MoveRotation;
|
||||
|
||||
public PlayerInputState( float jumpBuffer, float blinkBuffer, float useBuffer )
|
||||
public PlayerInputState( float jumpBuffer, float blinkBuffer, float useBuffer , float freezeBuffer)
|
||||
{
|
||||
Jump = new BufferedInput( jumpBuffer );
|
||||
Blink = new BufferedInput( blinkBuffer );
|
||||
Use = new BufferedInput( useBuffer );
|
||||
Freeze = new BufferedInput( freezeBuffer );
|
||||
Move = new CameraRelativeInput();
|
||||
Look = Vector2.zero;
|
||||
}
|
||||
|
@ -42,6 +44,7 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
Jump.Update(deltaTime);
|
||||
Blink.Update(deltaTime);
|
||||
Use.Update(deltaTime);
|
||||
Freeze.Update(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -54,7 +57,8 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
_state = new PlayerInputState(
|
||||
_inputSettings.JumpBufferTime,
|
||||
_inputSettings.BlinkBufferTime,
|
||||
_inputSettings.UseBufferTime
|
||||
_inputSettings.UseBufferTime,
|
||||
_inputSettings.FreezeBufferTime
|
||||
) ;
|
||||
|
||||
// run a first time update to ensure the dialogue system has an updated
|
||||
|
@ -92,4 +96,10 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
if(context.started)
|
||||
EventHandler.current.ArtefactPickUp(_nearbyArtefactID.Value);
|
||||
}
|
||||
|
||||
public void Freeze(InputAction.CallbackContext context)
|
||||
{
|
||||
_state.Freeze.Set( context.ReadValueAsButton() );
|
||||
|
||||
}
|
||||
}
|
|
@ -8,7 +8,7 @@ public class PlayerInputSettings : ScriptableObject
|
|||
public float JumpBufferTime => _jumpBufferTime;
|
||||
public float BlinkBufferTime => _blinkBufferTime;
|
||||
public float UseBufferTime => _useBufferTime;
|
||||
|
||||
public float FreezeBufferTime => _freezeBufferTime;
|
||||
public float MouseSensitivity => _mouseSens;
|
||||
public float JoypadSensitivity => _joypadSens;
|
||||
|
||||
|
@ -21,6 +21,9 @@ public class PlayerInputSettings : ScriptableObject
|
|||
[SerializeField]
|
||||
private float _useBufferTime;
|
||||
|
||||
[SerializeField]
|
||||
private float _freezeBufferTime;
|
||||
|
||||
[SerializeField]
|
||||
private float _mouseSens;
|
||||
|
||||
|
|
|
@ -7,26 +7,34 @@ using UnityEngine.Events;
|
|||
[CreateAssetMenu(menuName = "KernelPanic/Player/Power", fileName = "PlayerPower.asset")]
|
||||
public class PlayerPower : ScriptableObject
|
||||
{
|
||||
|
||||
|
||||
[SerializeField]
|
||||
private bool _regenerateOnGround;
|
||||
|
||||
[SerializeField]
|
||||
private bool _regenerateInAir;
|
||||
|
||||
[SerializeField]
|
||||
private float _regenerateTime;
|
||||
|
||||
public float regenerateTime => _regenerateTime;
|
||||
[SerializeField] private float _regenerateTime;
|
||||
|
||||
private bool _unlocked;
|
||||
private bool _cheated;
|
||||
private bool _consumed;
|
||||
|
||||
private float _timeSinceConsume;
|
||||
public float cooldown => _cooldown;
|
||||
private float _cooldown;
|
||||
|
||||
public float timeSinceConsume => _timeSinceConsume;
|
||||
public float _timeSinceConsume;
|
||||
|
||||
private UnityEvent _onUnlock = new UnityEvent();
|
||||
public UnityEvent OnUnlock => _onUnlock;
|
||||
|
||||
public void UpdatePower( float deltaTime, bool cheat, bool grounded)
|
||||
{
|
||||
|
||||
_cheated = cheat;
|
||||
|
||||
bool regenerate = grounded ? _regenerateOnGround : _regenerateInAir;
|
||||
|
@ -34,9 +42,11 @@ public class PlayerPower : ScriptableObject
|
|||
if ( _consumed && regenerate )
|
||||
{
|
||||
_timeSinceConsume += deltaTime;
|
||||
_cooldown = _regenerateTime - timeSinceConsume;
|
||||
|
||||
if ( _timeSinceConsume > _regenerateTime )
|
||||
{
|
||||
|
||||
this.Reset();
|
||||
}
|
||||
}
|
||||
|
@ -52,6 +62,7 @@ public class PlayerPower : ScriptableObject
|
|||
{
|
||||
_consumed = false;
|
||||
_timeSinceConsume = 0f;
|
||||
_cooldown = 0f;
|
||||
}
|
||||
|
||||
public void Unlock()
|
||||
|
|
|
@ -12,6 +12,9 @@ public class PlayerPowers : MonoBehaviour
|
|||
[SerializeField]
|
||||
private bool _cheatBoost;
|
||||
|
||||
[SerializeField]
|
||||
private bool _cheatFreeze;
|
||||
|
||||
[Header( "References" )]
|
||||
[SerializeField]
|
||||
private PlayerPower _blink;
|
||||
|
@ -19,12 +22,17 @@ public class PlayerPowers : MonoBehaviour
|
|||
[SerializeField]
|
||||
private PlayerPower _boost;
|
||||
|
||||
[SerializeField]
|
||||
private PlayerPower _freeze;
|
||||
|
||||
public PlayerPower Blink => _blink;
|
||||
public PlayerPower Boost => _boost;
|
||||
public PlayerPower Freeze => _freeze;
|
||||
|
||||
public void UpdatePowers( float dt, bool grounded )
|
||||
{
|
||||
_blink.UpdatePower( dt, _cheatBlink, grounded );
|
||||
_boost.UpdatePower( dt, _cheatBoost, grounded );
|
||||
_freeze.UpdatePower(dt, _cheatFreeze, grounded);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,52 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(BoxCollider))]
|
||||
public class ArrowWall : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private TrapSettings _settings;
|
||||
[SerializeField] private ParticleSystem _particles;
|
||||
|
||||
private float _killTimer = -1;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!other.TryGetComponent(out PlayerDeath _)) return;
|
||||
|
||||
// TODO: pressure plate 'click' sound
|
||||
|
||||
// set kill timer to zero, start counting
|
||||
_killTimer = 0;
|
||||
}
|
||||
|
||||
private void OnTriggerStay(Collider other)
|
||||
{
|
||||
// bail if the other thing cant die
|
||||
if (!other.TryGetComponent(out PlayerDeath playerDeath)) return;
|
||||
|
||||
// TODO: implications for time freeze
|
||||
_killTimer += Time.deltaTime;
|
||||
|
||||
if (_killTimer > _settings.ArrowWall.delay)
|
||||
{
|
||||
// TODO: arrow whoosh noises
|
||||
// reset
|
||||
|
||||
_particles.Play();
|
||||
|
||||
// kill player
|
||||
playerDeath.Respawn();
|
||||
|
||||
_killTimer = -1;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (!other.TryGetComponent(out PlayerDeath _)) return;
|
||||
|
||||
_killTimer = -1;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d770ad30f1334c64fa5e3fa00e27777f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,8 +1,8 @@
|
|||
using Ktyl.Util;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
using Ktyl.Util;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
|
@ -12,14 +12,14 @@ public class FallawayFloor : MonoBehaviour
|
|||
public float speed;
|
||||
// Time it takes for ogjecct to begin moving towards the ground.
|
||||
public float fallAwayTime;
|
||||
public Material dissolve;
|
||||
|
||||
[SerializeField] private Renderer _renderer;
|
||||
[SerializeField] private TrapSettings _settings;
|
||||
[SerializeField] private GameObject _graphics;
|
||||
|
||||
private Rigidbody rb;
|
||||
private Vector3 initialPosition;
|
||||
|
||||
public bool Falling => _triggered;
|
||||
private bool _triggered = false;
|
||||
|
||||
private void Start()
|
||||
|
@ -32,7 +32,11 @@ public class FallawayFloor : MonoBehaviour
|
|||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (!_triggered) return;
|
||||
if (!_triggered)
|
||||
{
|
||||
transform.position = initialPosition;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_settings.FallawayFloor.CanRespawn)
|
||||
{
|
||||
|
@ -50,19 +54,40 @@ public class FallawayFloor : MonoBehaviour
|
|||
{
|
||||
if (!_triggered && other.CompareTag("Player"))
|
||||
{
|
||||
StartCoroutine(Fall());
|
||||
Fall();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator Fall()
|
||||
//The platform gets destroyed after the player resumes frozen time on a platform
|
||||
private void OnTriggerStay(Collider other)
|
||||
{
|
||||
if (!_triggered && other.CompareTag("Player"))
|
||||
{
|
||||
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(
|
||||
fallAwayTime,
|
||||
_settings.FallawayFloor.ShakeStrength);
|
||||
FMODUnity.RuntimeManager.PlayOneShot(_settings.FallawayFloor.FMODEvent);
|
||||
|
||||
_triggered = true;
|
||||
|
||||
// wait a moment
|
||||
yield return new WaitForSeconds(fallAwayTime);
|
||||
|
||||
|
|
|
@ -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
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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|
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userData:
|
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|
@ -3,11 +3,15 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
using Ktyl.Util;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(menuName = "KernelPanic/Traps/Settings")]
|
||||
public class TrapSettings : ScriptableObject
|
||||
{
|
||||
public float ObjectTimeScale => _objectTimeScale;
|
||||
[SerializeField] private SerialFloat _objectTimeScale;
|
||||
|
||||
[Serializable]
|
||||
public struct FallawayFloorSettings
|
||||
{
|
||||
|
@ -31,4 +35,13 @@ public class TrapSettings : ScriptableObject
|
|||
}
|
||||
public FallawayFloorSettings FallawayFloor => _fallawayFloor;
|
||||
[SerializeField] private FallawayFloorSettings _fallawayFloor;
|
||||
|
||||
[Serializable]
|
||||
public struct ArrowWallSettings
|
||||
{
|
||||
public float delay;
|
||||
}
|
||||
|
||||
public ArrowWallSettings ArrowWall => _arrowWall;
|
||||
[SerializeField] private ArrowWallSettings _arrowWall;
|
||||
}
|
||||
|
|
|
@ -0,0 +1,44 @@
|
|||
using Ktyl.Util;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class FreezeUI : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private Image cooldownImage;
|
||||
|
||||
[SerializeField]
|
||||
private PlayerPower freeze;
|
||||
|
||||
[SerializeField]
|
||||
private GameObject freezePanel;
|
||||
|
||||
[SerializeField]
|
||||
private SerialFloat frozenTime;
|
||||
|
||||
private float cooldownTimer = 0f;
|
||||
|
||||
public void updateCooldownUI(float rawCooldownTimer, float regenerateTime, float timeSinceConsume)
|
||||
{
|
||||
if (rawCooldownTimer <= 0)
|
||||
cooldownTimer = 0;
|
||||
else
|
||||
cooldownTimer = rawCooldownTimer / regenerateTime;
|
||||
|
||||
cooldownImage.fillAmount = cooldownTimer;
|
||||
|
||||
if (rawCooldownTimer > frozenTime)
|
||||
freezePanel.SetActive(true);
|
||||
else
|
||||
freezePanel.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
updateCooldownUI(freeze.cooldown, freeze.regenerateTime, freeze.timeSinceConsume);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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@ -44,6 +44,14 @@
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|
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],
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|
||||
|
@ -200,6 +208,28 @@
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"action": "Blink",
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"isPartOfComposite": false
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]
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|
|
|
@ -15,5 +15,6 @@ MonoBehaviour:
|
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Reference in New Issue