Merge branch 'bug/broken-respawn' into 'main'

use SO-based references for respawn position and events

Closes #49

See merge request kernel-panic/revival!25
This commit is contained in:
Cat Flynn 2021-03-03 13:08:35 +00:00
commit 53c5ec45d5
20 changed files with 783 additions and 399 deletions

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View File

@ -1,46 +1,20 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using System.Linq; using System.Linq;
using Ktyl.Util;
public class SafeZone : MonoBehaviour public class SafeZone : MonoBehaviour
{ {
private GameObject player; [SerializeField] private SerialVector3 _respawnPosition;
private bool isSafe = false;
[SerializeField] private RespawnManager _respawnManager; private void OnTriggerStay(Collider other)
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)
{ {
// Check if other game object is Player. // Check if other game object is Player.
if (other.gameObject.name == "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);
}
} }

View File

@ -1,5 +1,7 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using Ktyl.Util;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
public class DeathZone : MonoBehaviour public class DeathZone : MonoBehaviour
@ -9,8 +11,10 @@ public class DeathZone : MonoBehaviour
private GameObject player; private GameObject player;
[SerializeField] private RespawnManager respawnManager; [SerializeField] private SerialVector3 _respawnPosition;
[SerializeField] private PlayerInput _playerInput; [SerializeField] private GameEvent _playerDeath;
[SerializeField] private GameEvent _playerRespawn;
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.
@ -25,17 +29,22 @@ public class DeathZone : MonoBehaviour
IEnumerator RespawnPlayer() IEnumerator RespawnPlayer()
{ {
animator.SetTrigger("IsDead"); animator.SetTrigger("IsDead");
_playerInput.enabled = false;
_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);
player.transform.position = respawnManager.GetRespawnPoint(); // move player to respawn position
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);
_playerInput.enabled = true; _playerRespawn.Raise();
yield return null; yield return null;
} }
} }

View File

@ -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);
}
}

View File

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View File

@ -2,10 +2,25 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Ktyl.Util namespace Ktyl.Util
{ {
[CreateAssetMenu(menuName = "ktyl/Util/V3")] [CreateAssetMenu(menuName = "ktyl/Util/V3")]
public class SerialVector3 : SerialVar<Vector3> public class SerialVector3 : SerialVar<Vector3>
{ {
} }
#region Editor
#if UNITY_EDITOR
[CustomEditor(typeof(SerialVector3))]
public class SerialVector3Editor : SerialVarEditor<Vector3>
{
}
#endif
#endregion
} }