power freeze now works + UI indicator
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dialogue: {fileID: 11400000, guid: 56369c4e83cc59e44bf55cd16fafc4e8, type: 2}
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|
|
@ -16,7 +16,6 @@ public class PickUpDisplay : MonoBehaviour
|
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[SerializeField] private InputSettings inputSettings;
|
||||
[SerializeField] private DialogueSystem dialogue;
|
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[SerializeField] private ArtefactSystem artefacts;
|
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[SerializeField] private SerialFloat playerTimeScale;
|
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|
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private Artefact chosenArtefact;
|
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|
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|
@ -36,24 +35,22 @@ public class PickUpDisplay : MonoBehaviour
|
|||
public void PopUpOn()
|
||||
{
|
||||
_paused = true;
|
||||
//artefactUI.SetActive(true);
|
||||
//Player.GetComponent<PlayerInput>().enabled = false;
|
||||
artefactUI.SetActive(true);
|
||||
Player.GetComponent<PlayerInput>().enabled = false;
|
||||
artefactText.text = "You have unlocked " + chosenArtefact.Name + "!";
|
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//inputSettings.updateMode = (InputSettings.UpdateMode)1;
|
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inputSettings.updateMode = (InputSettings.UpdateMode)1;
|
||||
Time.timeScale = 0f;
|
||||
//playerTimeScale.Value = 0f;
|
||||
}
|
||||
|
||||
public void PopUpOff()
|
||||
{
|
||||
_paused = false;
|
||||
//artefactUI.SetActive(false);
|
||||
//inputSettings.updateMode = (InputSettings.UpdateMode)2;
|
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//Player.GetComponent<PlayerInput>().enabled = true;
|
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artefactUI.SetActive(false);
|
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inputSettings.updateMode = (InputSettings.UpdateMode)2;
|
||||
Player.GetComponent<PlayerInput>().enabled = true;
|
||||
Time.timeScale = 1.0f;
|
||||
//playerTimeScale.Value = 1.0f;
|
||||
|
||||
//dialogue.PlayLine(chosenArtefact.dialogueKey);
|
||||
dialogue.PlayLine(chosenArtefact.dialogueKey);
|
||||
chosenArtefact = null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,6 +2,8 @@ using Extensions;
|
|||
using UnityEngine;
|
||||
using NaughtyAttributes;
|
||||
using Ktyl.Util;
|
||||
using System.Collections;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
|
@ -69,9 +71,22 @@ public class PlayerController : MonoBehaviour
|
|||
private const float TAU = Mathf.PI * 2f;
|
||||
private const float HALF_PI = Mathf.PI / 2f;
|
||||
|
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private float timeSinceStop;
|
||||
|
||||
[Header("Power Freeze")]
|
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[SerializeField]
|
||||
private SerialFloat objectTimeScale;
|
||||
|
||||
[SerializeField]
|
||||
private SerialFloat playerTimeScale;
|
||||
private float frozenTime;
|
||||
|
||||
[SerializeField]
|
||||
private GameObject FreezePanel;
|
||||
|
||||
[SerializeField]
|
||||
private Image cooldownImage;
|
||||
|
||||
private float cooldownTimer = 0f;
|
||||
|
||||
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();
|
||||
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)
|
||||
{
|
||||
|
@ -273,7 +314,7 @@ public class PlayerController : MonoBehaviour
|
|||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
float dt = Time.fixedUnscaledDeltaTime * playerTimeScale;
|
||||
float dt = Time.fixedDeltaTime;
|
||||
|
||||
_overrideDelta = Vector2.zero;
|
||||
|
||||
|
@ -289,7 +330,7 @@ public class PlayerController : MonoBehaviour
|
|||
UpdateJump( dt );
|
||||
UpdateLook( dt );
|
||||
UpdateBlink( dt );
|
||||
//UpdateFreeze( dt );
|
||||
UpdateFreeze( dt );
|
||||
UpdateGravity( dt );
|
||||
UpdateDrag( dt );
|
||||
UpdateMovement( dt );
|
||||
|
|
|
@ -16,9 +16,6 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
[SerializeField]
|
||||
private Camera _camera;
|
||||
|
||||
[SerializeField]
|
||||
private SerialFloat playerTimeScale;
|
||||
|
||||
public class PlayerInputState
|
||||
{
|
||||
public BufferedInput Jump;
|
||||
|
|
|
@ -7,26 +7,34 @@ using UnityEngine.Events;
|
|||
[CreateAssetMenu(menuName = "KernelPanic/Player/Power", fileName = "PlayerPower.asset")]
|
||||
public class PlayerPower : ScriptableObject
|
||||
{
|
||||
|
||||
|
||||
[SerializeField]
|
||||
private bool _regenerateOnGround;
|
||||
|
||||
[SerializeField]
|
||||
private bool _regenerateInAir;
|
||||
|
||||
[SerializeField]
|
||||
private float _regenerateTime;
|
||||
|
||||
public float regenerateTime => _regenerateTime;
|
||||
[SerializeField] private float _regenerateTime;
|
||||
|
||||
private bool _unlocked;
|
||||
private bool _cheated;
|
||||
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();
|
||||
public UnityEvent OnUnlock => _onUnlock;
|
||||
|
||||
public void UpdatePower( float deltaTime, bool cheat, bool grounded)
|
||||
{
|
||||
|
||||
_cheated = cheat;
|
||||
|
||||
bool regenerate = grounded ? _regenerateOnGround : _regenerateInAir;
|
||||
|
@ -34,9 +42,11 @@ public class PlayerPower : ScriptableObject
|
|||
if ( _consumed && regenerate )
|
||||
{
|
||||
_timeSinceConsume += deltaTime;
|
||||
_cooldown = _regenerateTime - timeSinceConsume;
|
||||
|
||||
if ( _timeSinceConsume > _regenerateTime )
|
||||
{
|
||||
|
||||
this.Reset();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
using Ktyl.Util;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
@ -14,6 +15,7 @@ public class FallawayFloor : MonoBehaviour
|
|||
public Material dissolve;
|
||||
|
||||
[SerializeField] private Renderer _renderer;
|
||||
[SerializeField] private SerialFloat objectTimeScale;
|
||||
|
||||
Rigidbody rb;
|
||||
|
||||
|
@ -28,8 +30,27 @@ public class FallawayFloor : MonoBehaviour
|
|||
if (other.CompareTag("Player"))
|
||||
{
|
||||
// Start the Destroy floor coroutine and switch to the dissolve material.
|
||||
StartCoroutine(DestroyFloor());
|
||||
_renderer.material = dissolve;
|
||||
if (objectTimeScale != 0)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
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|
|
|
@ -10,7 +10,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 76553ada4233edc458c3fed9b69e128f, type: 3}
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m_EditorClassIdentifier:
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@ -0,0 +1,23 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class PlayerUI : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private Image cooldownImage;
|
||||
|
||||
private float cooldownTimer = 0f;
|
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|
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public void updateCooldownUI(float rawCooldownTimer, float regenerateTime)
|
||||
{
|
||||
if (rawCooldownTimer <= 0)
|
||||
cooldownTimer = 0;
|
||||
else
|
||||
cooldownTimer = Mathf.Round(rawCooldownTimer) / regenerateTime;
|
||||
|
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|
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cooldownImage.fillAmount = cooldownTimer;
|
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}
|
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}
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@ -0,0 +1,11 @@
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userData:
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assetBundleVariant:
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@ -12,6 +12,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 24d28ac60e22b5547b2beb8679625039, type: 3}
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m_Name: Freeze
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m_EditorClassIdentifier:
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_regenerateOnGround: 0
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_regenerateInAir: 0
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_regenerateOnGround: 1
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_regenerateInAir: 1
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_timeSinceConsume: 0
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|
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|
@ -0,0 +1,8 @@
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game/Assets/UI/PlayerUI/Cooldown/vector-hourglass-design-drawing-isolated-illustration-177176959.jpg (Stored with Git LFS)
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Loading…
Reference in New Issue