Merge branch 'ArrowWall' into 'main'
Arrow wall Closes #50 See merge request kernel-panic/revival!28
This commit is contained in:
commit
89ec092d49
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@ -0,0 +1,52 @@
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||||||
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using System.Collections;
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||||||
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using System.Collections.Generic;
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||||||
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using UnityEngine;
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||||||
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||||||
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public class Arrow : MonoBehaviour
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||||||
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{
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Rigidbody rb;
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||||||
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// Float for speed of the arrow.
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[SerializeField] private float speed;
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// Float for time in seconds to wait to destroy the arrow on contact with any other gameobject that is no the player.
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||||||
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[SerializeField] private float waitToDestroy;
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// Vector3 to set direction of travel for the arrow once the trigger is activated.
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[SerializeField] private Vector3 direction;
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||||||
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||||||
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private void Start()
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||||||
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{
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||||||
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rb = GetComponent<Rigidbody>();
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||||||
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}
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||||||
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||||||
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private void OnTriggerEnter(Collider other)
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||||||
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{
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||||||
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// Checks to make sure other collider is the Player using tag.
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||||||
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if (other.gameObject.CompareTag("Player"))
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||||||
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{
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||||||
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rb.velocity = direction * speed;
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||||||
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}
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}
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||||||
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private void OnCollisionEnter(Collision collision)
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||||||
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{
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||||||
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if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath))
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||||||
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{
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// Start Respawn coroutine.
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||||||
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playerDeath.Respawn();
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// Destroy arrow on contact with player.
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||||||
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Destroy(gameObject);
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}
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else
|
||||||
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{
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||||||
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// If arrow makes contact with any other gameobject start DestroyArrow corountine.
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StartCoroutine(DestoryArrow());
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}
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}
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||||||
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public IEnumerator DestoryArrow()
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||||||
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{
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||||||
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// set arrow velocity to zero wait for destory time and then destory the arrow.
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rb.velocity = Vector3.zero;
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yield return new WaitForSeconds(waitToDestroy);
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Destroy(gameObject);
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}
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}
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@ -12,7 +12,7 @@ public class SafeZone : MonoBehaviour
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||||||
private void OnTriggerStay(Collider other)
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private void OnTriggerStay(Collider other)
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||||||
{
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{
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||||||
// Check if other game object is Player.
|
// Check if other game object is Player.
|
||||||
if (other.gameObject.name == "Player")
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if (other.gameObject.CompareTag("Player"))
|
||||||
{
|
{
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||||||
_respawnPosition.Value = other.gameObject.transform.position;
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_respawnPosition.Value = other.gameObject.transform.position;
|
||||||
}
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}
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||||||
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@ -1,45 +1,14 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using Ktyl.Util;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
public class DeathZone : MonoBehaviour
|
public class DeathZone : MonoBehaviour
|
||||||
{
|
{
|
||||||
private GameObject player;
|
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||||||
|
|
||||||
[SerializeField] private SerialVector3 _respawnPosition;
|
|
||||||
[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.
|
||||||
if (other.gameObject.CompareTag("Player"))
|
if (other.TryGetComponent(out PlayerDeath playerDeath))
|
||||||
{
|
{
|
||||||
player = other.gameObject;
|
playerDeath.Respawn();
|
||||||
StartCoroutine(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()
|
|
||||||
{
|
|
||||||
_playerDeath.Raise();
|
|
||||||
|
|
||||||
// yield return new WaitForSeconds(0.5f);
|
|
||||||
|
|
||||||
// fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
|
|
||||||
yield return new WaitForSeconds(1.5f);
|
|
||||||
|
|
||||||
// move player to respawn position
|
|
||||||
player.transform.position = _respawnPosition;
|
|
||||||
|
|
||||||
// fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
|
|
||||||
yield return new WaitForSeconds(0.5f);
|
|
||||||
|
|
||||||
_playerRespawn.Raise();
|
|
||||||
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
}
|
}
|
|
@ -0,0 +1,32 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Ktyl.Util;
|
||||||
|
|
||||||
|
public class PlayerDeath : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private SerialVector3 _respawnPosition;
|
||||||
|
[SerializeField] private GameEvent _playerDeath;
|
||||||
|
[SerializeField] private GameEvent _playerRespawn;
|
||||||
|
|
||||||
|
public void Respawn()
|
||||||
|
{
|
||||||
|
StartCoroutine(RespawnPlayerCR());
|
||||||
|
}
|
||||||
|
|
||||||
|
// raise death/respawn events with a given intermediate delay
|
||||||
|
public IEnumerator RespawnPlayerCR()
|
||||||
|
{
|
||||||
|
_playerDeath.Raise();
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(1.5f);
|
||||||
|
|
||||||
|
// move player to respawn position
|
||||||
|
transform.position = _respawnPosition;
|
||||||
|
|
||||||
|
// need to wait a bit for the respawn to actually work?? >:v
|
||||||
|
yield return new WaitForSeconds(0.5f);
|
||||||
|
|
||||||
|
_playerRespawn.Raise();
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bb840fd42f6526f4893e136a093cf1bd
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -25,12 +25,9 @@ public class FallingRocks : MonoBehaviour
|
||||||
// Use OnCollison to call respawn method from DeathZone script.
|
// Use OnCollison to call respawn method from DeathZone script.
|
||||||
private void OnCollisionEnter(Collision collision)
|
private void OnCollisionEnter(Collision collision)
|
||||||
{
|
{
|
||||||
if (collision.gameObject.CompareTag("Player"))
|
if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath))
|
||||||
{
|
{
|
||||||
// Check code is working in log. Can be deleted at a later stage.
|
playerDeath.Respawn();
|
||||||
Debug.Log("Dead");
|
|
||||||
// Call respawn coroutine from DeathZone script.
|
|
||||||
StartCoroutine(_dz.RespawnPlayer());
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue