From 0290806bbca75ca377b7b53fa5e3946c328975c7 Mon Sep 17 00:00:00 2001 From: Cat Flynn Date: Wed, 3 Mar 2021 12:53:52 +0000 Subject: [PATCH] use SO-based references for respawn position and events --- game/Assets/Data/Events.meta | 8 + game/Assets/Data/Events/Player Death.asset | 15 + .../Data/Events/Player Death.asset.meta | 8 + game/Assets/Data/Events/Player Respawn.asset | 15 + .../Data/Events/Player Respawn.asset.meta | 8 + game/Assets/Data/Variables.meta | 8 + .../Data/Variables/Respawn Position.asset | 16 + .../Variables/Respawn Position.asset.meta | 8 + game/Assets/Prefabs/Player.prefab | 58 ++ game/Assets/Prefabs/Zones.meta | 8 + game/Assets/Prefabs/Zones/Kill Plane.prefab | 130 ++++ .../Prefabs/Zones/Kill Plane.prefab.meta | 7 + game/Assets/Prefabs/Zones/Safe Zone.prefab | 126 ++++ .../Prefabs/Zones/Safe Zone.prefab.meta | 7 + game/Assets/Scenes/Checkpoints.unity | 651 +++++++++--------- game/Assets/Scripts/Checkpoint/SafeZone.cs | 36 +- .../Scripts/Death & 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MonoBehaviour { - private GameObject player; - private bool isSafe = false; + [SerializeField] private SerialVector3 _respawnPosition; - [SerializeField] private RespawnManager _respawnManager; - - private void OnTriggerEnter(Collider other) - { - // Check to see if other collider is Player. If true set player to other game object. - if (other.gameObject.name == "Player") - { - isSafe = true; - player = other.gameObject; - } - } - - private void OnTriggerExit(Collider other) + private void OnTriggerStay(Collider other) { // Check if other game object is Player. if (other.gameObject.name == "Player") { - isSafe = false; + _respawnPosition.Value = other.gameObject.transform.position; } } - - private void FixedUpdate() - { - // Sets the respawn point to the current player position as long as they are within a safe zone. - if (isSafe) - { - SetRespawnPoint(player.transform.position); - } - } - - private void SetRespawnPoint(Vector3 _respawnPoint) - { - // Sets respawn point inside the respawn manager. - _respawnManager.SetRespawnPoint(_respawnPoint); - } } diff --git a/game/Assets/Scripts/Death & Respawn/DeathZone.cs b/game/Assets/Scripts/Death & Respawn/DeathZone.cs index 08f9a64..8de7679 100644 --- a/game/Assets/Scripts/Death & Respawn/DeathZone.cs +++ b/game/Assets/Scripts/Death & Respawn/DeathZone.cs @@ -1,5 +1,7 @@ +using System; using System.Collections; using System.Collections.Generic; +using Ktyl.Util; using UnityEngine; using UnityEngine.InputSystem; public class DeathZone : MonoBehaviour @@ -9,8 +11,10 @@ public class DeathZone : MonoBehaviour private GameObject player; - [SerializeField] private RespawnManager respawnManager; - [SerializeField] private PlayerInput _playerInput; + [SerializeField] private SerialVector3 _respawnPosition; + [SerializeField] private GameEvent _playerDeath; + [SerializeField] private GameEvent _playerRespawn; + 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. @@ -25,17 +29,22 @@ public class DeathZone : MonoBehaviour IEnumerator RespawnPlayer() { animator.SetTrigger("IsDead"); - _playerInput.enabled = false; + + _playerDeath.Raise(); + yield return new WaitForSeconds(0.5f); fadeScreen.GetComponent().SetTrigger("fadeToBlack"); yield return new WaitForSeconds(1.5f); - - player.transform.position = respawnManager.GetRespawnPoint(); + + // move player to respawn position + player.transform.position = _respawnPosition; + fadeScreen.GetComponent().SetTrigger("fadeToClear"); yield return new WaitForSeconds(0.5f); - _playerInput.enabled = true; + _playerRespawn.Raise(); + yield return null; } } \ No newline at end of file diff --git a/game/Assets/Scripts/Death & Respawn/RespawnManager.cs b/game/Assets/Scripts/Death & Respawn/RespawnManager.cs deleted file mode 100644 index ee3026d..0000000 --- a/game/Assets/Scripts/Death & Respawn/RespawnManager.cs +++ /dev/null @@ -1,26 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class RespawnManager : MonoBehaviour -{ - private Vector3 respawnPoint; - - // Set respawn point in Respawn Manager. - public void SetRespawnPoint(Vector3 _respawnPoint) - { - respawnPoint = _respawnPoint; - } - - // Return the respawn point. - public Vector3 GetRespawnPoint() - { - return respawnPoint; - } - - // Show current respawn point in log. This can be deleted at later stage. - private void Update() - { - Debug.Log(respawnPoint); - } -} diff --git a/game/Assets/Scripts/Death & Respawn/RespawnManager.cs.meta b/game/Assets/Scripts/Death & Respawn/RespawnManager.cs.meta deleted file mode 100644 index d2c64d0..0000000 --- a/game/Assets/Scripts/Death & Respawn/RespawnManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 4a7f7dc8ddb842944abcbcbb1d4995f5 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/game/Assets/Scripts/Util/SerialVector3.cs b/game/Assets/Scripts/Util/SerialVector3.cs index df3ee5c..cd88278 100644 --- a/game/Assets/Scripts/Util/SerialVector3.cs +++ b/game/Assets/Scripts/Util/SerialVector3.cs @@ -2,10 +2,25 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + namespace Ktyl.Util { [CreateAssetMenu(menuName = "ktyl/Util/V3")] public class SerialVector3 : SerialVar { } + + #region Editor + #if UNITY_EDITOR + + [CustomEditor(typeof(SerialVector3))] + public class SerialVector3Editor : SerialVarEditor + { + } + + #endif + #endregion } \ No newline at end of file