Merge branch 'main' into Animation_IdletoWalkLocoMotion

This commit is contained in:
Cat Flynn 2021-03-05 18:01:07 +00:00
commit 4d971c8170
296 changed files with 130549 additions and 15885 deletions

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@ -17,6 +17,7 @@ open -g $editorpath --args \
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-logFile $editorlogpath \ -logFile $editorlogpath \
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@ -1,3 +1,4 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -6,8 +7,6 @@ using UnityEngine.Events;
public class ArtefactControl : MonoBehaviour public class ArtefactControl : MonoBehaviour
{ {
private bool _show; private bool _show;
protected bool _canInteract; protected bool _canInteract;
@ -21,6 +20,11 @@ public class ArtefactControl : MonoBehaviour
[SerializeField] private ArtefactSystem _artefacts; [SerializeField] private ArtefactSystem _artefacts;
private void OnEnable()
{
_artefacts.RegisterArtefact(_data);
}
protected virtual void Start() protected virtual void Start()
{ {
_artefactID = data.artefactID; _artefactID = data.artefactID;

View File

@ -1,5 +1,8 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Runtime.InteropServices;
using Ktyl.Util;
using UnityEngine; using UnityEngine;
[CreateAssetMenu(menuName = "KernelPanic/Artefacts/Artefact System")] [CreateAssetMenu(menuName = "KernelPanic/Artefacts/Artefact System")]
@ -7,6 +10,36 @@ public class ArtefactSystem : ScriptableObject
{ {
[SerializeField] private DialogueSystem _dialogue; [SerializeField] private DialogueSystem _dialogue;
[SerializeField] private ArtefactInventory _inventory; [SerializeField] private ArtefactInventory _inventory;
[SerializeField] private SerialInt _nearbyArtefactId;
private readonly List<Artefact> _artefacts = new List<Artefact>();
public Artefact GetNearbyArtefact()
{
return _nearbyArtefactId == -1 ? null : GetArtefact(_nearbyArtefactId);
}
private Artefact GetArtefact(int id)
{
for (int i = 0; i < _artefacts.Count; i++)
{
if (_artefacts[i].artefactID == id) return _artefacts[i];
}
Debug.LogError($"no registered artefact with id {id}");
return null;
}
public void RegisterArtefact(Artefact artefact)
{
if (_artefacts.Contains(artefact))
{
Debug.LogError($"{artefact} already registered", this);
return;
}
_artefacts.Add(artefact);
}
public void FindArtefact(Artefact artefact) public void FindArtefact(Artefact artefact)
{ {
@ -14,4 +47,9 @@ public class ArtefactSystem : ScriptableObject
// _dialogue.PlayLine(artefact.dialogueKey); // _dialogue.PlayLine(artefact.dialogueKey);
} }
private void OnDisable()
{
_artefacts.Clear();
}
} }

View File

@ -6,7 +6,6 @@ using UnityEngine;
public class EventHandler : MonoBehaviour public class EventHandler : MonoBehaviour
{ {
//[SerializeField] private SerialInt nearbyArtefactID;
public static EventHandler current; public static EventHandler current;
private void Awake() private void Awake()
@ -39,10 +38,7 @@ public class EventHandler : MonoBehaviour
{ {
if (onArtefactPickUp != null) if (onArtefactPickUp != null)
{ {
//if(nearbyArtefactID != -1)
// {
onArtefactPickUp(id); onArtefactPickUp(id);
//}
} }
} }

View File

@ -11,40 +11,29 @@ public class PickUpDisplay : MonoBehaviour
[SerializeField] private static bool _paused; [SerializeField] private static bool _paused;
[SerializeField] private GameObject artefactUI; [SerializeField] private GameObject artefactUI;
[SerializeField] private SerialInt nearbyArtefactID;
[SerializeField] private GameObject Player; [SerializeField] private GameObject Player;
[SerializeField] private Text artefactText; [SerializeField] private Text artefactText;
[SerializeField] private GameObject Artefacts;
[SerializeField] private InputSettings inputSettings; [SerializeField] private InputSettings inputSettings;
[SerializeField] private DialogueSystem dialogue; [SerializeField] private DialogueSystem dialogue;
[SerializeField] private ArtefactSystem artefacts;
private Artefact chosenArtefact; private Artefact chosenArtefact;
private static List<Artefact> completeList = new List<Artefact>();
private void Awake() private void Start()
{ {
EventHandler.current.onArtefactUI += PopUpOn; EventHandler.current.onArtefactUI += PopUpOn;
int i;
for(i=0; i<Artefacts.transform.childCount; i++)
{
completeList.Add(Artefacts.transform.GetChild(i).GetComponent<ArtefactControl>().data);
}
} }
private void FixedUpdate() private void Update()
{ {
foreach(Artefact arte in completeList) var artefact = artefacts.GetNearbyArtefact();
{ if (!artefact) return;
if (nearbyArtefactID != -1 && arte.artefactID == nearbyArtefactID)
chosenArtefact = arte; chosenArtefact = artefact;
}
} }
public void PopUpOn() public void PopUpOn()
{ {
;
_paused = true; _paused = true;
artefactUI.SetActive(true); artefactUI.SetActive(true);
Player.GetComponent<PlayerInput>().enabled = false; Player.GetComponent<PlayerInput>().enabled = false;

View File

@ -6,9 +6,6 @@ using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
public class DeathZone : MonoBehaviour public class DeathZone : MonoBehaviour
{ {
public Animator animator;
public GameObject fadeScreen;
private GameObject player; private GameObject player;
[SerializeField] private SerialVector3 _respawnPosition; [SerializeField] private SerialVector3 _respawnPosition;
@ -18,7 +15,7 @@ public class DeathZone : MonoBehaviour
private void OnTriggerEnter(Collider other) 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. // 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") if (other.gameObject.CompareTag("Player"))
{ {
player = other.gameObject; player = other.gameObject;
StartCoroutine(RespawnPlayer()); StartCoroutine(RespawnPlayer());
@ -26,21 +23,19 @@ public class DeathZone : MonoBehaviour
} }
// 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. // 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() public IEnumerator RespawnPlayer()
{ {
animator.SetTrigger("IsDead");
_playerDeath.Raise(); _playerDeath.Raise();
yield return new WaitForSeconds(0.5f); // yield return new WaitForSeconds(0.5f);
fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack"); // fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
yield return new WaitForSeconds(1.5f); yield return new WaitForSeconds(1.5f);
// move player to respawn position // move player to respawn position
player.transform.position = _respawnPosition; player.transform.position = _respawnPosition;
fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear"); // fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
yield return new WaitForSeconds(0.5f); yield return new WaitForSeconds(0.5f);
_playerRespawn.Raise(); _playerRespawn.Raise();

View File

@ -1,3 +1,4 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -8,6 +9,28 @@ public class DialogueSettings : ScriptableObject
public float HideAfter => _hideAfter; public float HideAfter => _hideAfter;
[SerializeField] private float _hideAfter; [SerializeField] private float _hideAfter;
public string FMODPrefix => _fmodKeyPrefix; public string RadioDialogueKey => _radioDialogueKey;
[SerializeField] private string _fmodKeyPrefix; [SerializeField] private string _radioDialogueKey;
[SerializeField] private AudioClip[] _dialogueClips;
private readonly Dictionary<string, AudioClip> _keyClips = new Dictionary<string, AudioClip>();
public AudioClip GetDialogueClip(string key)
{
if (!_keyClips.ContainsKey(key))
{
Debug.LogError($"no clip for key {key}");
return null;
}
return _keyClips[key];
}
private void OnEnable()
{
foreach (var dialogueClip in _dialogueClips)
{
_keyClips[dialogueClip.name] = dialogueClip;
}
}
} }

View File

@ -1,7 +1,14 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using FMOD;
using FMOD.Studio; using FMOD.Studio;
using FMODUnity;
using UnityEngine; using UnityEngine;
using UnityEngine.Animations.Rigging;
using UnityEngine.Networking;
using Debug = UnityEngine.Debug;
#if UNITY_EDITOR #if UNITY_EDITOR
using UnityEditor; using UnityEditor;
@ -15,20 +22,91 @@ public partial class DialogueSystem : ScriptableObject
// https://stackoverflow.com/questions/2282476/actiont-vs-delegate-event // https://stackoverflow.com/questions/2282476/actiont-vs-delegate-event
public event EventHandler<DialogueLine> onDialogueLine; public event EventHandler<DialogueLine> onDialogueLine;
private readonly Dictionary<string, string> _fmodKeyCache = new Dictionary<string, string>();
// a list of dialogue keys that have already been spoken // a list of dialogue keys that have already been spoken
private readonly List<string> _usedKeys = new List<string>(); private readonly List<string> _usedClips = new List<string>();
private EVENT_CALLBACK _dialogueCallback;
private void OnEnable() private void OnEnable()
{ {
_fmodKeyCache.Clear(); _usedClips.Clear();
_usedKeys.Clear();
// cache all dialogue keys for FMOD at start to avoid allocations later _dialogueCallback = DialogueEventCallback;
foreach (var key in DialogueDatabase.Keys)
{
_fmodKeyCache[key] = $"{_settings.FMODPrefix}{key}";
} }
[AOT.MonoPInvokeCallback(typeof(EVENT_CALLBACK))]
private static RESULT DialogueEventCallback(EVENT_CALLBACK_TYPE type, IntPtr instancePtr, IntPtr parameterPtr)
{
var instance = new EventInstance(instancePtr);
// retrieve user data
instance.getUserData(out IntPtr stringPtr);
// get string obejct
var stringHandle = GCHandle.FromIntPtr(stringPtr);
var key = stringHandle.Target as string;
switch (type)
{
case EVENT_CALLBACK_TYPE.CREATE_PROGRAMMER_SOUND:
{
MODE soundMode = MODE.LOOP_NORMAL | MODE.CREATECOMPRESSEDSAMPLE | MODE.NONBLOCKING;
var parameter =
(PROGRAMMER_SOUND_PROPERTIES) Marshal.PtrToStructure(parameterPtr,
typeof(PROGRAMMER_SOUND_PROPERTIES));
if (key.Contains("."))
{
Sound dialogueSound;
var soundResult = RuntimeManager.CoreSystem.createSound(Application.streamingAssetsPath + "/" + key,
soundMode, out dialogueSound);
if (soundResult == RESULT.OK)
{
parameter.sound = dialogueSound.handle;
parameter.subsoundIndex = -1;
Marshal.StructureToPtr(parameter, parameterPtr, false);
}
}
else
{
SOUND_INFO dialogueSoundInfo;
var keyResult = RuntimeManager.StudioSystem.getSoundInfo(key, out dialogueSoundInfo);
if (keyResult != RESULT.OK)
{
break;
}
Sound dialogueSound;
var soundResult = RuntimeManager.CoreSystem.createSound(dialogueSoundInfo.name_or_data,
soundMode | dialogueSoundInfo.mode, ref dialogueSoundInfo.exinfo, out dialogueSound);
if (soundResult == RESULT.OK)
{
parameter.sound = dialogueSound.handle;
parameter.subsoundIndex = dialogueSoundInfo.subsoundindex;
Marshal.StructureToPtr(parameter, parameterPtr, false);
}
}
break;
}
case EVENT_CALLBACK_TYPE.DESTROY_PROGRAMMER_SOUND:
{
var parameter =
(PROGRAMMER_SOUND_PROPERTIES) Marshal.PtrToStructure(parameterPtr,
typeof(PROGRAMMER_SOUND_PROPERTIES));
var sound = new Sound(parameter.sound);
sound.release();
break;
}
case EVENT_CALLBACK_TYPE.DESTROYED:
{
stringHandle.Free();
break;
}
}
return RESULT.OK;
} }
// noRepeat locks this key off from further use. further attempts to use the key will be discarded // noRepeat locks this key off from further use. further attempts to use the key will be discarded
@ -36,45 +114,25 @@ public partial class DialogueSystem : ScriptableObject
{ {
if (noRepeat) if (noRepeat)
{ {
if (_usedKeys.Contains(key)) return; if (_usedClips.Contains(key)) return;
_usedKeys.Add(key); _usedClips.Add(key);
} }
// retrieve cached key var dialogueInstance = RuntimeManager.CreateInstance(_settings.RadioDialogueKey);
var fmodKey = _fmodKeyCache[key];
EventDescription? eventDescription = null; GCHandle stringHandle = GCHandle.Alloc(key, GCHandleType.Pinned);
dialogueInstance.setUserData(GCHandle.ToIntPtr(stringHandle));
try
{
eventDescription = FMODUnity.RuntimeManager.GetEventDescription(fmodKey);
}
catch (FMODUnity.EventNotFoundException e)
{
Debug.LogWarning($"no FMOD event {fmodKey}");
}
DialogueLine dl; DialogueLine dl;
dl.text = DialogueDatabase.ReadDialogue(key); dl.text = DialogueDatabase.ReadDialogue(key);
// default duration to show ui elements for
dl.duration = _settings.HideAfter;
// read audio data out of FMOD, check if event exists var clip = _settings.GetDialogueClip(key);
if (eventDescription.HasValue) dl.duration = clip.length;
{
// assign values and play audio
// get dialogue line duration from FMOD dialogueInstance.setCallback(_dialogueCallback);
eventDescription.Value.getLength(out int ms); dialogueInstance.start();
dialogueInstance.release();
// get length gives us a value in milliseconds so it needs to be converted to seconds
// before assignment
dl.duration = ms / 1000f;
// event is valid
FMODUnity.RuntimeManager.PlayOneShot(fmodKey);
}
onDialogueLine?.Invoke(this, dl); onDialogueLine?.Invoke(this, dl);
} }

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@ -0,0 +1,45 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FallawayFloor : MonoBehaviour
{
// Speed at which the object moves towards the ground.
public float speed;
// Time it takes for ogjecct to begin moving towards the ground.
public float fallAwayTime;
// Time taken for object to be destroyed.
public float destroyObjectTime;
public Material dissolve;
[SerializeField] private Renderer _renderer;
Rigidbody rb;
private void Start()
{
// Get Rigidbody component.
rb = GetComponent<Rigidbody>();
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
// Start the Destroy floor coroutine and switch to the dissolve material.
StartCoroutine(DestroyFloor());
_renderer.material = dissolve;
}
}
IEnumerator DestroyFloor()
{
// Take fallAwayTime, speed, and destroyObjectTime from editor and apply
yield return new WaitForSeconds(fallAwayTime);
rb.velocity = Vector3.down * speed;
yield return new WaitForSeconds(destroyObjectTime);
Destroy(gameObject);
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 425c126c97ce3fb438fa3ef015d37317
MonoImporter:
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@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FallingRocks : MonoBehaviour
{
Rigidbody rb;
public float speed;
[SerializeField] private DeathZone _dz;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
// Use OnTrigger to make the "rocks" fall to the ground. Rate of fall can be controlled with speed variable.
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
rb.velocity = Vector3.down * speed;
}
}
// Use OnCollison to call respawn method from DeathZone script.
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Player"))
{
// Check code is working in log. Can be deleted at a later stage.
Debug.Log("Dead");
// Call respawn coroutine from DeathZone script.
StartCoroutine(_dz.RespawnPlayer());
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,75 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MainMenuUI : MonoBehaviour
{
[Header( "Timing" )]
[SerializeField]
private float _fadeTime;
[Header("References")]
[SerializeField]
private SceneLoader _loader;
[SerializeField]
private CanvasGroup _navigation;
private CanvasGroup _current;
private void Awake()
{
ShowMenu( _navigation );
}
public void StartGame()
{
_loader.LoadScene( SceneType.Gameplay );
}
public void ShowMenu(CanvasGroup newMenu)
{
if ( newMenu == _current )
return;
StartCoroutine( FadeMenu( _current, newMenu ) );
_current = newMenu;
}
private IEnumerator FadeMenu( CanvasGroup from, CanvasGroup to )
{
float a = 1.0f;
if ( from != null )
{
from.interactable = false;
while ( a > 0.0f )
{
from.alpha = a;
a -= Time.unscaledDeltaTime / _fadeTime;
yield return null;
}
from.gameObject.SetActive(false);
from.interactable = true;
from.alpha = 1.0f;
}
to.gameObject.SetActive(true);
to.alpha = 0.0f;
to.interactable = false;
a = 0;
while ( a < 1.0f )
{
to.alpha = a;
a += Time.unscaledDeltaTime / _fadeTime;
yield return null;
}
to.alpha = 1.0f;
to.interactable = true;
}
}

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@ -16,14 +16,14 @@ MonoBehaviour:
_upGravity: 15 _upGravity: 15
_downGravity: 40 _downGravity: 40
_groundedYVelocity: -1 _groundedYVelocity: -1
_baseMovementForce: 50 _baseMovementForce: 30
_jumpHeight: 1.5 _jumpHeight: 1.5
_coyoteTime: 0.15 _coyoteTime: 0.15
_boostForce: 45 _boostForce: 45
_boostTime: 0.75 _boostTime: 0.75
_minBoostVelocity: 0 _minBoostVelocity: 0
_blinkDistance: 2 _blinkDistance: 0.5
_blinkVelocity: 50 _blinkVelocity: 20
_dragCoefficient: 7 _dragCoefficient: 7
_boostDragCoefficient: 15 _boostDragCoefficient: 15
_airDragCoefficient: 7 _airDragCoefficient: 7

8
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