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
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|
@ -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);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -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;
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -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);
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
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fileFormatVersion: 2
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guid: 4a7f7dc8ddb842944abcbcbb1d4995f5
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MonoImporter:
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externalObjects: {}
|
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
|
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userData:
|
|
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assetBundleName:
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|
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assetBundleVariant:
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|
|
@ -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
|
||||||
}
|
}
|
Loading…
Reference in New Issue