Added a safezone that reports the position of the player whenever they are within the area.

Added a deathzone that plays a death animation on trigger, fades the screen, respawns the player at the last known safe position and the fades the screen back in.

Added scripts for safezone and deathzone.

Added some make do animations and animators.

Added some materials for testing purposes.
This commit is contained in:
Programmer-DField 2021-02-15 09:44:04 +00:00
parent c30ad79cfd
commit 3b9e31a4b3
48 changed files with 4761 additions and 44 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;
public Vector3 respawnPoint;
public Vector3 playerPos;
public List<Vector3> lastPlayerPos = new List<Vector3>();
private void Start()
{
player = GameObject.Find("Player");
}
private void OnTriggerEnter(Collider other)
{
isSafe = true;
}
private void OnTriggerExit(Collider other)
{
isSafe = false;
}
private void FixedUpdate()
{
if (isSafe == true)
{
playerPos = player.transform.position;
lastPlayerPos.Add(playerPos);
respawnPoint = lastPlayerPos.Last();
Debug.Log("Player Position: X = " + playerPos.x + " --- Y = " + playerPos.y + " --- Z = " + playerPos.z + " --- RespawnPoint = " + respawnPoint);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DeathZone : MonoBehaviour
{
public SafeZone sz;
public Animator animator;
public GameObject fadeScreen;
[SerializeField] private Transform player;
private bool isDead;
private void OnTriggerEnter(Collider other)
{
isDead = true;
if (isDead == true)
{
StartCoroutine(respawnPlayer());
}
}
IEnumerator respawnPlayer()
{
animator.SetTrigger("IsDead");
yield return new WaitForSeconds(2);
fadeScreen.GetComponent<Animation>().Play("fadeAnim");
//yield return new WaitForSeconds(0.5f);
player.transform.position = sz.safeSpawn();
yield return new WaitForSeconds(2);
fadeScreen.GetComponent<Animation>().Play("fadeInAnim");
yield return null;
isDead = false;
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Vector3 moveVector = new Vector3( moveVector2.x, 0f, moveVector2.y );
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