Merge branch 'main' into feature/audio-integration

This commit is contained in:
cyndrdev 2021-03-05 13:42:27 +00:00
commit 6a1a99d59b
34 changed files with 58615 additions and 1252 deletions

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@ -11,6 +11,8 @@ public class ArtefactControl : MonoBehaviour
private bool _show; private bool _show;
protected bool _canInteract; protected bool _canInteract;
private GUIStyle guiS = new GUIStyle();
public Artefact data => _data; public Artefact data => _data;
[SerializeField] private Artefact _data; [SerializeField] private Artefact _data;
public int artefactID => _artefactID; public int artefactID => _artefactID;
@ -28,6 +30,10 @@ public class ArtefactControl : MonoBehaviour
EventHandler.current.onArtefactTriggerEnter += NearArtefact; EventHandler.current.onArtefactTriggerEnter += NearArtefact;
EventHandler.current.onArtefactTriggerExit += AwayArtefact; EventHandler.current.onArtefactTriggerExit += AwayArtefact;
EventHandler.current.onArtefactPickUp += PickUp; EventHandler.current.onArtefactPickUp += PickUp;
guiS.fontSize = 22;
guiS.normal.textColor = Color.white;
guiS.alignment = TextAnchor.MiddleCenter;
} }
private void NearArtefact(int id) private void NearArtefact(int id)
@ -79,7 +85,7 @@ public class ArtefactControl : MonoBehaviour
{ {
if (_show) if (_show)
{ {
GUI.Label(new Rect(Screen.width / 2 - 50, 5, 100, 100), "Press E to pickup"); GUI.Label(new Rect(Screen.width / 2 - 50, 0, 100, 100), "Press E to pick up",guiS);
} }
} }
} }

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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);
}
} }

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@ -1,16 +1,17 @@
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
{ {
public Animator animator;
public GameObject fadeScreen;
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.
@ -24,18 +25,21 @@ 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() IEnumerator RespawnPlayer()
{ {
animator.SetTrigger("IsDead"); _playerDeath.Raise();
_playerInput.enabled = false;
yield return new WaitForSeconds(0.5f);
fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack"); // yield return new WaitForSeconds(0.5f);
// 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
fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear"); player.transform.position = _respawnPosition;
// 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;
} }
} }

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@ -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);
}
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 4a7f7dc8ddb842944abcbcbb1d4995f5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,5 +1,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using FMOD.Studio; using FMOD.Studio;
using UnityEngine; using UnityEngine;
#if UNITY_EDITOR #if UNITY_EDITOR
@ -42,6 +43,11 @@ public partial class DialogueSystem : ScriptableObject
} }
// retrieve cached key // retrieve cached key
if (!_fmodKeyCache.ContainsKey(key))
{
Debug.LogError($"{key} not present in dialogue database");
return;
}
var fmodKey = _fmodKeyCache[key]; var fmodKey = _fmodKeyCache[key];
EventDescription? eventDescription = null; EventDescription? eventDescription = null;

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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
} }

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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