Merge branch 'ArrowWall' into 'main'

Arrow wall

Closes #50

See merge request kernel-panic/revival!28
This commit is contained in:
Cat Flynn 2021-03-12 18:31:43 +00:00
commit 89ec092d49
12 changed files with 1492 additions and 45 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Arrow : MonoBehaviour
{
Rigidbody rb;
// Float for speed of the arrow.
[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.
[SerializeField] private float waitToDestroy;
// Vector3 to set direction of travel for the arrow once the trigger is activated.
[SerializeField] private Vector3 direction;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
private void OnTriggerEnter(Collider other)
{
// Checks to make sure other collider is the Player using tag.
if (other.gameObject.CompareTag("Player"))
{
rb.velocity = direction * speed;
}
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath))
{
// Start Respawn coroutine.
playerDeath.Respawn();
// Destroy arrow on contact with player.
Destroy(gameObject);
}
else
{
// If arrow makes contact with any other gameobject start DestroyArrow corountine.
StartCoroutine(DestoryArrow());
}
}
public IEnumerator DestoryArrow()
{
// set arrow velocity to zero wait for destory time and then destory the arrow.
rb.velocity = Vector3.zero;
yield return new WaitForSeconds(waitToDestroy);
Destroy(gameObject);
}
}

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@ -12,9 +12,9 @@ public class SafeZone : MonoBehaviour
private void OnTriggerStay(Collider other) private void OnTriggerStay(Collider other)
{ {
// Check if other game object is Player. // Check if other game object is Player.
if (other.gameObject.name == "Player") if (other.gameObject.CompareTag("Player"))
{ {
_respawnPosition.Value = other.gameObject.transform.position; _respawnPosition.Value = other.gameObject.transform.position;
} }
} }
} }

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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
{
private GameObject player;
[SerializeField] private SerialVector3 _respawnPosition; public class DeathZone : MonoBehaviour
[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;
}
} }

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@ -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();
}
}

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@ -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());
} }
} }
} }