From b6888e891c134f639152ee3b0764cf2b25f2ccd7 Mon Sep 17 00:00:00 2001 From: Programmer-DField Date: Wed, 3 Mar 2021 13:12:11 +0000 Subject: [PATCH 1/5] Added artifacts from source. --- .../ArtefactObjects/Physical/Physical Artefact.asset | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/game/Assets/Data/Artefacts/ArtefactObjects/Physical/Physical Artefact.asset b/game/Assets/Data/Artefacts/ArtefactObjects/Physical/Physical Artefact.asset index caa98dc..4acb507 100644 --- a/game/Assets/Data/Artefacts/ArtefactObjects/Physical/Physical Artefact.asset +++ b/game/Assets/Data/Artefacts/ArtefactObjects/Physical/Physical Artefact.asset @@ -10,8 +10,8 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: bbf8d803b740a954fbfd10443ef1afdf, type: 3} - m_Name: New Physical Artefact + m_Name: Physical Artefact m_EditorClassIdentifier: - _power: {fileID: 0} _artefactID: 0 _dialogueKey: + _name: From 1a47208d3f32bf3c8890645f272e9e3b38131b41 Mon Sep 17 00:00:00 2001 From: Programmer-DField Date: Thu, 4 Mar 2021 23:31:22 +0000 Subject: [PATCH 2/5] Added the Arrow wall functionality. The arrow will fire in a specified direction at a specified speed. The arrow will destory itself on contact with the player immediately and after a specified time when colliding with any other game object (to give the effect the arrow is stuck in the wall). 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IEnumerator RespawnPlayer() + public IEnumerator RespawnPlayer() { animator.SetTrigger("IsDead"); From baad3163e6dbd716096cbdcf19e5b4427fd5124e Mon Sep 17 00:00:00 2001 From: Programmer-DField Date: Fri, 12 Mar 2021 11:52:56 +0000 Subject: [PATCH 3/5] Made changes as per code review. --- game/Assets/Prefabs/Player.prefab | 13 + game/Assets/Prefabs/Traps.meta | 8 + game/Assets/Prefabs/Traps/ArrowWall.prefab | 1286 +++++++++++++++++ .../Prefabs/Traps/ArrowWall.prefab.meta | 7 + game/Assets/Scripts/ArrowWall/Arrow.cs | 12 +- game/Assets/Scripts/Checkpoint/SafeZone.cs | 2 +- .../Scripts/Death & Respawn/DeathZone.cs | 39 +- .../Scripts/Death & Respawn/PlayerDeath.cs | 40 + .../Death & Respawn/PlayerDeath.cs.meta | 11 + 9 files changed, 1376 insertions(+), 42 deletions(-) create mode 100644 game/Assets/Prefabs/Traps.meta create mode 100644 game/Assets/Prefabs/Traps/ArrowWall.prefab create mode 100644 game/Assets/Prefabs/Traps/ArrowWall.prefab.meta create mode 100644 game/Assets/Scripts/Death & Respawn/PlayerDeath.cs create mode 100644 game/Assets/Scripts/Death & Respawn/PlayerDeath.cs.meta diff --git a/game/Assets/Prefabs/Player.prefab b/game/Assets/Prefabs/Player.prefab index 3478db8..9bf0d98 100644 --- a/game/Assets/Prefabs/Player.prefab +++ b/game/Assets/Prefabs/Player.prefab @@ -98,6 +98,7 @@ GameObject: - 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public float speed; + [SerializeField] private float speed; // Float for time in seconds to wait to destroy the arrow on contact with any other gameobject that is no the player. - public float waitToDestroy; + [SerializeField] private float waitToDestroy; // Vector3 to set direction of travel for the arrow once the trigger is activated. - public Vector3 direction; - [SerializeField] private DeathZone dz; + [SerializeField] private Vector3 direction; + [SerializeField] private PlayerDeath pd; private void Start() { @@ -29,10 +29,10 @@ public class Arrow : MonoBehaviour private void OnCollisionEnter(Collision collision) { - if (collision.gameObject.CompareTag("Player")) + if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath)) { // Start Respawn coroutine. - StartCoroutine(dz.RespawnPlayer()); + StartCoroutine(pd.RespawnPlayer()); // Destroy arrow on contact with player. Destroy(gameObject); } diff --git a/game/Assets/Scripts/Checkpoint/SafeZone.cs b/game/Assets/Scripts/Checkpoint/SafeZone.cs index 3a13557..ee3575d 100644 --- a/game/Assets/Scripts/Checkpoint/SafeZone.cs +++ b/game/Assets/Scripts/Checkpoint/SafeZone.cs @@ -12,7 +12,7 @@ public class SafeZone : MonoBehaviour private void OnTriggerStay(Collider other) { // Check if other game object is Player. - if (other.gameObject.name == "Player") + if (other.gameObject.CompareTag("Player")) { _respawnPosition.Value = other.gameObject.transform.position; } diff --git a/game/Assets/Scripts/Death & Respawn/DeathZone.cs b/game/Assets/Scripts/Death & Respawn/DeathZone.cs index 26dc770..acfdcf9 100644 --- a/game/Assets/Scripts/Death & Respawn/DeathZone.cs +++ b/game/Assets/Scripts/Death & Respawn/DeathZone.cs @@ -5,46 +5,15 @@ using Ktyl.Util; using UnityEngine; using UnityEngine.InputSystem; public class DeathZone : MonoBehaviour -{ - public Animator animator; - public GameObject fadeScreen; +{ + [SerializeField] private PlayerDeath pd; - private GameObject player; - - [SerializeField] private SerialVector3 _respawnPosition; - [SerializeField] private GameEvent _playerDeath; - [SerializeField] private GameEvent _playerRespawn; - 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. - if (other.gameObject.name == "Player") + if (other.gameObject.CompareTag("Player")) { - player = other.gameObject; - StartCoroutine(RespawnPlayer()); + StartCoroutine(pd.RespawnPlayer()); } } - - // 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. - public IEnumerator RespawnPlayer() - { - animator.SetTrigger("IsDead"); - - _playerDeath.Raise(); - - yield return new WaitForSeconds(0.5f); - - fadeScreen.GetComponent().SetTrigger("fadeToBlack"); - yield return new WaitForSeconds(1.5f); - - // move player to respawn position - player.transform.position = _respawnPosition; - - fadeScreen.GetComponent().SetTrigger("fadeToClear"); - yield return new WaitForSeconds(0.5f); - - _playerRespawn.Raise(); - - yield return null; - } } \ No newline at end of file diff --git a/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs new file mode 100644 index 0000000..e0f0a51 --- /dev/null +++ b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Ktyl.Util; + +public class PlayerDeath : MonoBehaviour +{ + public Animator animator; + public GameObject fadeScreen; + + private GameObject player; + + [SerializeField] private SerialVector3 _respawnPosition; + [SerializeField] private GameEvent _playerDeath; + [SerializeField] private GameEvent _playerRespawn; + + // 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. + public IEnumerator RespawnPlayer() + { + animator.SetTrigger("IsDead"); + + _playerDeath.Raise(); + + yield return new WaitForSeconds(0.5f); + + fadeScreen.GetComponent().SetTrigger("fadeToBlack"); + yield return new WaitForSeconds(1.5f); + + // move player to respawn position + player.transform.position = _respawnPosition; + + fadeScreen.GetComponent().SetTrigger("fadeToClear"); + yield return new WaitForSeconds(0.5f); + + _playerRespawn.Raise(); + + yield return null; + } +} diff --git a/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs.meta b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs.meta new file mode 100644 index 0000000..b278e2c --- /dev/null +++ b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bb840fd42f6526f4893e136a093cf1bd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: From 7c56c0defa7377f408f158ad6af641c35b997db4 Mon Sep 17 00:00:00 2001 From: Programmer-DField Date: Fri, 12 Mar 2021 15:58:18 +0000 Subject: [PATCH 4/5] Changes made as suggested in code review (part2) --- game/Assets/Scenes/Main.unity | 61 ++++++++++--------- game/Assets/Scripts/ArrowWall/Arrow.cs | 3 +- game/Assets/Scripts/Checkpoint/SafeZone.cs | 2 +- .../Scripts/Death & Respawn/DeathZone.cs | 14 ++--- .../Scripts/Death & Respawn/PlayerDeath.cs | 7 ++- 5 files changed, 45 insertions(+), 42 deletions(-) diff --git a/game/Assets/Scenes/Main.unity b/game/Assets/Scenes/Main.unity index a752d2f..6d518d9 100644 --- a/game/Assets/Scenes/Main.unity +++ b/game/Assets/Scenes/Main.unity @@ -140,31 +140,31 @@ PrefabInstance: objectReference: {fileID: 0} - 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[SerializeField] private Vector3 direction; - [SerializeField] private PlayerDeath pd; private void Start() { @@ -32,7 +31,7 @@ public class Arrow : MonoBehaviour if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath)) { // Start Respawn coroutine. - StartCoroutine(pd.RespawnPlayer()); + playerDeath.Respawn(); // Destroy arrow on contact with player. Destroy(gameObject); } diff --git a/game/Assets/Scripts/Checkpoint/SafeZone.cs b/game/Assets/Scripts/Checkpoint/SafeZone.cs index ee3575d..a83e92d 100644 --- a/game/Assets/Scripts/Checkpoint/SafeZone.cs +++ b/game/Assets/Scripts/Checkpoint/SafeZone.cs @@ -17,4 +17,4 @@ public class SafeZone : MonoBehaviour _respawnPosition.Value = other.gameObject.transform.position; } } -} +} \ No newline at end of file diff --git a/game/Assets/Scripts/Death & Respawn/DeathZone.cs b/game/Assets/Scripts/Death & Respawn/DeathZone.cs index acfdcf9..ae2fdf8 100644 --- a/game/Assets/Scripts/Death & Respawn/DeathZone.cs +++ b/game/Assets/Scripts/Death & Respawn/DeathZone.cs @@ -1,19 +1,13 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using Ktyl.Util; using UnityEngine; -using UnityEngine.InputSystem; + public class DeathZone : MonoBehaviour { - [SerializeField] private PlayerDeath pd; - - private void OnTriggerEnter(Collider other) + private void OnCollisionEnter(Collision collision) { // Checks to make sure other collider is the Player. Sets player variable as Player game object and starts the coroutine. - if (other.gameObject.CompareTag("Player")) + if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath)) { - StartCoroutine(pd.RespawnPlayer()); + playerDeath.Respawn(); } } } \ No newline at end of file diff --git a/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs index e0f0a51..bce984b 100644 --- a/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs +++ b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs @@ -14,9 +14,14 @@ public class PlayerDeath : MonoBehaviour [SerializeField] private GameEvent _playerDeath; [SerializeField] private GameEvent _playerRespawn; + public void Respawn() + { + StartCoroutine(RespawnPlayerCR()); + } + // 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. - public IEnumerator RespawnPlayer() + public IEnumerator RespawnPlayerCR() { animator.SetTrigger("IsDead"); From 9baddf74a1a7c3d3221a642fb7c08a3b038935e2 Mon Sep 17 00:00:00 2001 From: Cat Flynn Date: Fri, 12 Mar 2021 17:46:01 +0000 Subject: [PATCH 5/5] remove extraneous debug logs --- game/Assets/Scripts/Checkpoint/SafeZone.cs | 1 - game/Assets/Scripts/Death & Respawn/PlayerDeath.cs | 1 - 2 files changed, 2 deletions(-) diff --git a/game/Assets/Scripts/Checkpoint/SafeZone.cs b/game/Assets/Scripts/Checkpoint/SafeZone.cs index 76a4811..a83e92d 100644 --- a/game/Assets/Scripts/Checkpoint/SafeZone.cs +++ b/game/Assets/Scripts/Checkpoint/SafeZone.cs @@ -15,7 +15,6 @@ public class SafeZone : MonoBehaviour if (other.gameObject.CompareTag("Player")) { _respawnPosition.Value = other.gameObject.transform.position; - Debug.Log($"set spawn {_respawnPosition}"); } } } \ No newline at end of file diff --git a/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs index c46650f..3e74dc1 100644 --- a/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs +++ b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs @@ -22,7 +22,6 @@ public class PlayerDeath : MonoBehaviour yield return new WaitForSeconds(1.5f); // move player to respawn position - Debug.Log($"spawn at {_respawnPosition}"); transform.position = _respawnPosition; // need to wait a bit for the respawn to actually work?? >:v