make freeze levels fully playable

This commit is contained in:
Cat Flynn 2021-05-16 20:00:39 +01:00
parent b4a331a63b
commit 4395681868
23 changed files with 14945 additions and 5227 deletions

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@ -9,10 +9,14 @@ public class PressurePlate : MonoBehaviour
{
[SerializeField] private float _triggerDelay = 2.0f;
[SerializeField] private float _resetDelay = -1f;
[SerializeField] private UnityEvent _onPress;
[SerializeField] private UnityEvent _onReset;
[SerializeField] private SerialFloat _objectTimeScale;
[SerializeField] private GameObject _graphics;
public UnityEvent OnPress => _onPress;
[SerializeField] private UnityEvent _onPress;
public UnityEvent OnReset => _onReset;
[SerializeField] private UnityEvent _onReset;
private bool opened;
@ -45,7 +49,7 @@ public class PressurePlate : MonoBehaviour
var elapsed = 0f;
while (elapsed < _resetDelay)
{
elapsed += Time.time * _objectTimeScale;
elapsed += Time.deltaTime * _objectTimeScale;
yield return null;
}

View File

@ -111,6 +111,7 @@ public class FallawayFloor : MonoBehaviour
_triggered = false;
transform.position = initialPosition;
velocity = Vector3.zero;
if (_graphics.TryGetComponent(out BoxCollider box)) box.enabled = true;
if (_graphics && _graphics.TryGetComponent(out BoxCollider box)) box.enabled = true;
}
}

View File

@ -3,6 +3,7 @@ using Ktyl.Util;
using System.Collections;
using System.Collections.Generic;
using PathCreation;
using UnityEditor.Build;
using UnityEngine;
using UnityEngine.Animations.Rigging;
#if UNITY_EDITOR
@ -18,6 +19,7 @@ public class RollingBoulder : MonoBehaviour
[SerializeField] private PathCreator path;
[SerializeField] private Killbox _killbox;
[SerializeField] private string _fmodKey;
[SerializeField] private float _resetTime;
private bool _triggered = false;
private GameObject _endBoulder;
@ -67,6 +69,16 @@ public class RollingBoulder : MonoBehaviour
{
boulder.position = path.path.GetPointAtTime(0.999f);
}
var resetElapsed = 0f;
while (resetElapsed < _resetTime)
{
resetElapsed += Time.deltaTime * objectTimeScale;
yield return null;
}
Reset();
}
public void Reset()

View File

@ -1,9 +1,12 @@
using UnityEngine;
using UnityEngine.Events;
[RequireComponent(typeof(BoxCollider))]
public class Teleporter : MonoBehaviour
{
[SerializeField] private Transform _out;
[SerializeField] private UnityEvent _onTeleport;
private void OnEnable()
{

View File

@ -0,0 +1,69 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class TimeAndPlate : MonoBehaviour
{
[SerializeField] private PressurePlate[] _plates;
private bool[] _plateStates;
// trigger on successful activation of all plates
[SerializeField] private UnityEvent _onTrigger;
private bool _triggered;
private void Awake()
{
_plateStates = new bool[_plates.Length];
foreach (var plate in _plates)
{
plate.OnPress.AddListener(() =>
{
_plateStates[Array.IndexOf(_plates, plate)] = true;
});
plate.OnReset.AddListener(() =>
{
_plateStates[Array.IndexOf(_plates, plate)] = false;
});
}
}
private void Update()
{
if (_triggered) return;
// bail if any plates are inactive
for (int i = 0; i < _plateStates.Length; i++)
{
if (!_plateStates[i]) return;
}
// all plates are active
Trigger();
}
public void Trigger()
{
for (int i = 0; i < _plates.Length; i++)
{
_plates[i].gameObject.SetActive(false);
}
_onTrigger.Invoke();
}
public void Reset()
{
_triggered = false;
for (int i = 0; i < _plates.Length; i++)
{
_plates[i].gameObject.SetActive(true);
_plateStates[i] = false;
}
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -1,6 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using NaughtyAttributes.Test;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
@ -15,6 +17,8 @@ namespace Ktyl.Util
protected readonly List<GameEventListener> _listeners = new List<GameEventListener>();
private readonly List<GameEventListener> _listenerBuffer = new List<GameEventListener>();
public virtual void Raise()
{
if (_logRaised)
@ -22,9 +26,14 @@ namespace Ktyl.Util
Debug.Log($"raised {this}", this);
}
for (int i = 0; i < _listeners.Count; i++)
// populate a buffer of listeners, since the original list
// may be modified as a consequence of triggering the event
_listenerBuffer.Clear();
_listenerBuffer.AddRange(_listeners);
foreach (var listener in _listenerBuffer)
{
_listeners[i].OnEventRaised();
listener.OnEventRaised();
}
}