power freeze now works + UI indicator

This commit is contained in:
Novvator 2021-03-13 02:01:20 +00:00
parent 4c689e0561
commit 873c0908ef
17 changed files with 789 additions and 51 deletions

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@ -16,7 +16,6 @@ public class PickUpDisplay : MonoBehaviour
[SerializeField] private InputSettings inputSettings; [SerializeField] private InputSettings inputSettings;
[SerializeField] private DialogueSystem dialogue; [SerializeField] private DialogueSystem dialogue;
[SerializeField] private ArtefactSystem artefacts; [SerializeField] private ArtefactSystem artefacts;
[SerializeField] private SerialFloat playerTimeScale;
private Artefact chosenArtefact; private Artefact chosenArtefact;
@ -36,24 +35,22 @@ public class PickUpDisplay : MonoBehaviour
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;
artefactText.text = "You have unlocked " + chosenArtefact.Name + "!"; artefactText.text = "You have unlocked " + chosenArtefact.Name + "!";
//inputSettings.updateMode = (InputSettings.UpdateMode)1; inputSettings.updateMode = (InputSettings.UpdateMode)1;
Time.timeScale = 0f; Time.timeScale = 0f;
//playerTimeScale.Value = 0f;
} }
public void PopUpOff() public void PopUpOff()
{ {
_paused = false; _paused = false;
//artefactUI.SetActive(false); artefactUI.SetActive(false);
//inputSettings.updateMode = (InputSettings.UpdateMode)2; inputSettings.updateMode = (InputSettings.UpdateMode)2;
//Player.GetComponent<PlayerInput>().enabled = true; Player.GetComponent<PlayerInput>().enabled = true;
Time.timeScale = 1.0f; Time.timeScale = 1.0f;
//playerTimeScale.Value = 1.0f;
//dialogue.PlayLine(chosenArtefact.dialogueKey); dialogue.PlayLine(chosenArtefact.dialogueKey);
chosenArtefact = null; chosenArtefact = null;
} }
} }

View File

@ -2,6 +2,8 @@ using Extensions;
using UnityEngine; using UnityEngine;
using NaughtyAttributes; using NaughtyAttributes;
using Ktyl.Util; using Ktyl.Util;
using System.Collections;
using UnityEngine.UI;
public class PlayerController : MonoBehaviour public class PlayerController : MonoBehaviour
{ {
@ -69,9 +71,22 @@ public class PlayerController : MonoBehaviour
private const float TAU = Mathf.PI * 2f; private const float TAU = Mathf.PI * 2f;
private const float HALF_PI = Mathf.PI / 2f; private const float HALF_PI = Mathf.PI / 2f;
private float timeSinceStop;
[Header("Power Freeze")]
[SerializeField]
private SerialFloat objectTimeScale;
[SerializeField] [SerializeField]
private SerialFloat playerTimeScale; private float frozenTime;
[SerializeField]
private GameObject FreezePanel;
[SerializeField]
private Image cooldownImage;
private float cooldownTimer = 0f;
private enum JumpState private enum JumpState
{ {
@ -155,15 +170,41 @@ public class PlayerController : MonoBehaviour
} }
/*private void UpdateFreeze( float dt) private void UpdateFreeze( float dt)
{ {
if( _powers.Freeze.CanConsume ) updateCooldownUI(_powers.Freeze.cooldown, _powers.Freeze.regenerateTime);
if ( _powers.Freeze.CanConsume && _inputHandler.InputState.Freeze.GetRawValue() )
{ {
Time.timeScale = 0f;
_powers.Freeze.Consume(); _powers.Freeze.Consume();
objectTimeScale.Value = 0f;
FreezePanel.SetActive(true);
} }
if (_powers.Freeze.timeSinceConsume > frozenTime)
{
UnfreezeTime();
}
} }
*/
private void UnfreezeTime()
{
FreezePanel.SetActive(false);
objectTimeScale.Value = 1f;
}
public void updateCooldownUI(float rawCooldownTimer, float regenerateTime)
{
if (rawCooldownTimer <= 0)
cooldownTimer = 0;
else
cooldownTimer = rawCooldownTimer / regenerateTime;
cooldownImage.fillAmount = cooldownTimer;
}
private void UpdateJump(float dt) private void UpdateJump(float dt)
{ {
@ -273,7 +314,7 @@ public class PlayerController : MonoBehaviour
private void FixedUpdate() private void FixedUpdate()
{ {
float dt = Time.fixedUnscaledDeltaTime * playerTimeScale; float dt = Time.fixedDeltaTime;
_overrideDelta = Vector2.zero; _overrideDelta = Vector2.zero;
@ -289,7 +330,7 @@ public class PlayerController : MonoBehaviour
UpdateJump( dt ); UpdateJump( dt );
UpdateLook( dt ); UpdateLook( dt );
UpdateBlink( dt ); UpdateBlink( dt );
//UpdateFreeze( dt ); UpdateFreeze( dt );
UpdateGravity( dt ); UpdateGravity( dt );
UpdateDrag( dt ); UpdateDrag( dt );
UpdateMovement( dt ); UpdateMovement( dt );

View File

@ -16,9 +16,6 @@ public class PlayerInputHandler : MonoBehaviour
[SerializeField] [SerializeField]
private Camera _camera; private Camera _camera;
[SerializeField]
private SerialFloat playerTimeScale;
public class PlayerInputState public class PlayerInputState
{ {
public BufferedInput Jump; public BufferedInput Jump;

View File

@ -7,26 +7,34 @@ using UnityEngine.Events;
[CreateAssetMenu(menuName = "KernelPanic/Player/Power", fileName = "PlayerPower.asset")] [CreateAssetMenu(menuName = "KernelPanic/Player/Power", fileName = "PlayerPower.asset")]
public class PlayerPower : ScriptableObject public class PlayerPower : ScriptableObject
{ {
[SerializeField] [SerializeField]
private bool _regenerateOnGround; private bool _regenerateOnGround;
[SerializeField] [SerializeField]
private bool _regenerateInAir; private bool _regenerateInAir;
[SerializeField]
private float _regenerateTime; public float regenerateTime => _regenerateTime;
[SerializeField] private float _regenerateTime;
private bool _unlocked; private bool _unlocked;
private bool _cheated; private bool _cheated;
private bool _consumed; private bool _consumed;
private float _timeSinceConsume; public float cooldown => _cooldown;
private float _cooldown;
public float timeSinceConsume => _timeSinceConsume;
public float _timeSinceConsume;
private UnityEvent _onUnlock = new UnityEvent(); private UnityEvent _onUnlock = new UnityEvent();
public UnityEvent OnUnlock => _onUnlock; public UnityEvent OnUnlock => _onUnlock;
public void UpdatePower( float deltaTime, bool cheat, bool grounded) public void UpdatePower( float deltaTime, bool cheat, bool grounded)
{ {
_cheated = cheat; _cheated = cheat;
bool regenerate = grounded ? _regenerateOnGround : _regenerateInAir; bool regenerate = grounded ? _regenerateOnGround : _regenerateInAir;
@ -34,9 +42,11 @@ public class PlayerPower : ScriptableObject
if ( _consumed && regenerate ) if ( _consumed && regenerate )
{ {
_timeSinceConsume += deltaTime; _timeSinceConsume += deltaTime;
_cooldown = _regenerateTime - timeSinceConsume;
if ( _timeSinceConsume > _regenerateTime ) if ( _timeSinceConsume > _regenerateTime )
{ {
this.Reset(); this.Reset();
} }
} }

View File

@ -1,3 +1,4 @@
using Ktyl.Util;
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
@ -14,6 +15,7 @@ public class FallawayFloor : MonoBehaviour
public Material dissolve; public Material dissolve;
[SerializeField] private Renderer _renderer; [SerializeField] private Renderer _renderer;
[SerializeField] private SerialFloat objectTimeScale;
Rigidbody rb; Rigidbody rb;
@ -28,8 +30,27 @@ public class FallawayFloor : MonoBehaviour
if (other.CompareTag("Player")) if (other.CompareTag("Player"))
{ {
// Start the Destroy floor coroutine and switch to the dissolve material. // Start the Destroy floor coroutine and switch to the dissolve material.
StartCoroutine(DestroyFloor()); if (objectTimeScale != 0)
_renderer.material = dissolve; {
StartCoroutine(DestroyFloor());
_renderer.material = dissolve;
}
}
}
//The platform gets destroyed after the player resumes frozen time on a platform
private void OnTriggerStay(Collider other)
{
if (other.CompareTag("Player"))
{
// Start the Destroy floor coroutine and switch to the dissolve material.
if (objectTimeScale != 0)
{
StartCoroutine(DestroyFloor());
_renderer.material = dissolve;
}
} }
} }

View File

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerUI : MonoBehaviour
{
[SerializeField]
private Image cooldownImage;
private float cooldownTimer = 0f;
public void updateCooldownUI(float rawCooldownTimer, float regenerateTime)
{
if (rawCooldownTimer <= 0)
cooldownTimer = 0;
else
cooldownTimer = Mathf.Round(rawCooldownTimer) / regenerateTime;
cooldownImage.fillAmount = cooldownTimer;
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