Merge branch 'main' into feature/boost-puzzle-design
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commit
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propertyPath: m_LocalRotation.w
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|
|
|
@ -1,9 +1,10 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using UnityEngine;
|
||||
using FMOD;
|
||||
using FMOD.Studio;
|
||||
using FMODUnity;
|
||||
using EventInstance = FMOD.Studio.EventInstance;
|
||||
|
||||
[RequireComponent(typeof(FMODUnity.StudioBankLoader))]
|
||||
public class AudioManager : MonoBehaviour
|
||||
|
@ -26,6 +27,14 @@ public class AudioManager : MonoBehaviour
|
|||
[EventRef]
|
||||
private string _musicId;
|
||||
|
||||
[SerializeField]
|
||||
private float _trackDeltaPerSecond;
|
||||
|
||||
private const string TRACK_PARAM = "Track";
|
||||
|
||||
private float _currentTrack = 1f;
|
||||
private int _targetTrack = 1;
|
||||
|
||||
[SerializeField]
|
||||
private AdjustableAudioBus _musicBus;
|
||||
|
||||
|
@ -37,20 +46,36 @@ public class AudioManager : MonoBehaviour
|
|||
|
||||
[SerializeField]
|
||||
private AdjustableAudioBus _uiBus;
|
||||
|
||||
public AudioManager Instance { get; private set; }
|
||||
|
||||
private static AudioManager _instance;
|
||||
|
||||
private EventInstance _musicInstance;
|
||||
|
||||
public static void SetTrack( int track, bool forceLower = false )
|
||||
{
|
||||
if ( forceLower || track > _instance._targetTrack )
|
||||
{
|
||||
_instance._targetTrack = track;
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
float dt = Time.deltaTime;
|
||||
float maxDelta = dt * _trackDeltaPerSecond;
|
||||
_currentTrack = Mathf.MoveTowards( _currentTrack, (float) _targetTrack, maxDelta );
|
||||
_musicInstance.setParameterByName( TRACK_PARAM, _currentTrack );
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if ( Instance != null )
|
||||
if ( _instance != null )
|
||||
{
|
||||
Destroy( gameObject );
|
||||
return;
|
||||
}
|
||||
|
||||
Instance = this;
|
||||
_instance = this;
|
||||
|
||||
GetComponent<StudioBankLoader>().enabled = true;
|
||||
|
||||
|
|
|
@ -0,0 +1,19 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MusicTriggerZone : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
[Range( 1, 7 )]
|
||||
private int _track = 1;
|
||||
|
||||
[SerializeField]
|
||||
private bool _forceIfLower;
|
||||
|
||||
private void OnTriggerEnter( Collider other )
|
||||
{
|
||||
AudioManager.SetTrack( _track, _forceIfLower );
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 42ae269bbe33edf4fb811511820ba248
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -5,11 +5,25 @@ using UnityEngine;
|
|||
|
||||
public class PlayerAnimationController : MonoBehaviour
|
||||
{
|
||||
private const string IS_WALKING = "IsWalking";
|
||||
private const string IN_JUMP_STATE = "InJumpState";
|
||||
private const string IN_BOOST_STATE = "InBoostState";
|
||||
public struct AnimationParams
|
||||
{
|
||||
public bool IsWalking;
|
||||
public bool InJumpState;
|
||||
public bool InBoostState;
|
||||
}
|
||||
|
||||
[SerializeField] private Animator _animator;
|
||||
[SerializeField] private CharacterController _controller;
|
||||
|
||||
private void Update()
|
||||
private AnimationParams _params;
|
||||
|
||||
public void ProcessAnimUpdate( AnimationParams animParams )
|
||||
{
|
||||
_animator.SetBool("Is Walking", _controller.velocity.magnitude > 0.01f);
|
||||
_animator.SetBool(IS_WALKING, animParams.IsWalking);
|
||||
_animator.SetBool(IN_JUMP_STATE, animParams.InJumpState);
|
||||
_animator.SetBool(IN_BOOST_STATE, animParams.InBoostState);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,9 @@
|
|||
using Extensions;
|
||||
using UnityEngine;
|
||||
using NaughtyAttributes;
|
||||
using Ktyl.Util;
|
||||
using System.Collections;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
|
@ -16,6 +19,9 @@ public class PlayerController : MonoBehaviour
|
|||
[SerializeField]
|
||||
private CharacterController _controller;
|
||||
|
||||
[SerializeField]
|
||||
private PlayerAnimationController _animController;
|
||||
|
||||
[SerializeField]
|
||||
private PlayerPowers _powers;
|
||||
|
||||
|
@ -68,6 +74,15 @@ public class PlayerController : MonoBehaviour
|
|||
private const float TAU = Mathf.PI * 2f;
|
||||
private const float HALF_PI = Mathf.PI / 2f;
|
||||
|
||||
private float timeSinceStop;
|
||||
|
||||
[Header("Power Freeze")]
|
||||
[SerializeField]
|
||||
private SerialFloat objectTimeScale;
|
||||
|
||||
[SerializeField]
|
||||
private SerialFloat frozenTime;
|
||||
|
||||
private enum JumpState
|
||||
{
|
||||
None,
|
||||
|
@ -149,6 +164,33 @@ public class PlayerController : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
private void UpdateFreeze( float dt)
|
||||
{
|
||||
if ( _powers.Freeze.CanConsume && _inputHandler.InputState.Freeze.GetRawValue() )
|
||||
{
|
||||
_powers.Freeze.Consume();
|
||||
objectTimeScale.Value = 0f;
|
||||
}
|
||||
|
||||
if (_powers.Freeze.timeSinceConsume > frozenTime)
|
||||
{
|
||||
UnfreezeTime();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void UnfreezeTime()
|
||||
{
|
||||
objectTimeScale.Value = 1f;
|
||||
}
|
||||
|
||||
private void FreezeReset()
|
||||
{
|
||||
_powers.Freeze.Reset();
|
||||
}
|
||||
|
||||
|
||||
private void UpdateJump(float dt)
|
||||
{
|
||||
_fallTime = _grounded ? 0f : (_fallTime + dt);
|
||||
|
@ -255,6 +297,17 @@ public class PlayerController : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
private void UpdateAnims()
|
||||
{
|
||||
var animParams = new PlayerAnimationController.AnimationParams();
|
||||
|
||||
animParams.IsWalking = _controller.velocity.sqrMagnitude > 0.01f;
|
||||
animParams.InJumpState = _jumpState != JumpState.None;
|
||||
animParams.InBoostState = _jumpState == JumpState.Boost || _jumpState == JumpState.Exhausted;
|
||||
|
||||
_animController.ProcessAnimUpdate( animParams );
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
float dt = Time.fixedDeltaTime;
|
||||
|
@ -273,10 +326,12 @@ public class PlayerController : MonoBehaviour
|
|||
UpdateJump( dt );
|
||||
UpdateLook( dt );
|
||||
UpdateBlink( dt );
|
||||
UpdateFreeze( dt );
|
||||
UpdateGravity( dt );
|
||||
UpdateDrag( dt );
|
||||
UpdateMovement( dt );
|
||||
UpdateDebug();
|
||||
UpdateAnims();
|
||||
|
||||
_controller.Move(
|
||||
new Vector3(
|
||||
|
|
|
@ -24,15 +24,17 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
public BufferedInput Jump;
|
||||
public BufferedInput Blink;
|
||||
public BufferedInput Use;
|
||||
public BufferedInput Freeze;
|
||||
public CameraRelativeInput Move;
|
||||
public Vector2 Look;
|
||||
public float MoveRotation;
|
||||
|
||||
public PlayerInputState( float jumpBuffer, float blinkBuffer, float useBuffer )
|
||||
public PlayerInputState( float jumpBuffer, float blinkBuffer, float useBuffer , float freezeBuffer)
|
||||
{
|
||||
Jump = new BufferedInput( jumpBuffer );
|
||||
Blink = new BufferedInput( blinkBuffer );
|
||||
Use = new BufferedInput( useBuffer );
|
||||
Freeze = new BufferedInput( freezeBuffer );
|
||||
Move = new CameraRelativeInput();
|
||||
Look = Vector2.zero;
|
||||
}
|
||||
|
@ -42,6 +44,7 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
Jump.Update(deltaTime);
|
||||
Blink.Update(deltaTime);
|
||||
Use.Update(deltaTime);
|
||||
Freeze.Update(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -51,11 +54,12 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
|
||||
private void Awake()
|
||||
{
|
||||
_state = new PlayerInputState(
|
||||
_inputSettings.JumpBufferTime,
|
||||
_inputSettings.BlinkBufferTime,
|
||||
_inputSettings.UseBufferTime
|
||||
);
|
||||
_state = new PlayerInputState(
|
||||
_inputSettings.JumpBufferTime,
|
||||
_inputSettings.BlinkBufferTime,
|
||||
_inputSettings.UseBufferTime,
|
||||
_inputSettings.FreezeBufferTime
|
||||
) ;
|
||||
|
||||
// run a first time update to ensure the dialogue system has an updated
|
||||
// value for the player's input control scheme
|
||||
|
@ -64,7 +68,7 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
_state.Update( Time.fixedDeltaTime );
|
||||
_state.Update( Time.fixedDeltaTime);
|
||||
|
||||
float cameraRotation = _camera.transform.rotation.eulerAngles.y;
|
||||
_state.Move.SetAngle(-cameraRotation);
|
||||
|
@ -92,4 +96,10 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
if(context.started)
|
||||
EventHandler.current.ArtefactPickUp(_nearbyArtefactID.Value);
|
||||
}
|
||||
|
||||
public void Freeze(InputAction.CallbackContext context)
|
||||
{
|
||||
_state.Freeze.Set( context.ReadValueAsButton() );
|
||||
|
||||
}
|
||||
}
|
|
@ -8,7 +8,7 @@ public class PlayerInputSettings : ScriptableObject
|
|||
public float JumpBufferTime => _jumpBufferTime;
|
||||
public float BlinkBufferTime => _blinkBufferTime;
|
||||
public float UseBufferTime => _useBufferTime;
|
||||
|
||||
public float FreezeBufferTime => _freezeBufferTime;
|
||||
public float MouseSensitivity => _mouseSens;
|
||||
public float JoypadSensitivity => _joypadSens;
|
||||
|
||||
|
@ -22,6 +22,9 @@ public class PlayerInputSettings : ScriptableObject
|
|||
private float _useBufferTime;
|
||||
|
||||
[SerializeField]
|
||||
private float _freezeBufferTime;
|
||||
|
||||
[SerializeField]
|
||||
private float _mouseSens;
|
||||
|
||||
[SerializeField]
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
@ -52,6 +62,7 @@ public class PlayerPower : ScriptableObject
|
|||
{
|
||||
_consumed = false;
|
||||
_timeSinceConsume = 0f;
|
||||
_cooldown = 0f;
|
||||
}
|
||||
|
||||
public void Unlock()
|
||||
|
|
|
@ -12,6 +12,9 @@ public class PlayerPowers : MonoBehaviour
|
|||
[SerializeField]
|
||||
private bool _cheatBoost;
|
||||
|
||||
[SerializeField]
|
||||
private bool _cheatFreeze;
|
||||
|
||||
[Header( "References" )]
|
||||
[SerializeField]
|
||||
private PlayerPower _blink;
|
||||
|
@ -19,12 +22,17 @@ public class PlayerPowers : MonoBehaviour
|
|||
[SerializeField]
|
||||
private PlayerPower _boost;
|
||||
|
||||
[SerializeField]
|
||||
private PlayerPower _freeze;
|
||||
|
||||
public PlayerPower Blink => _blink;
|
||||
public PlayerPower Boost => _boost;
|
||||
public PlayerPower Freeze => _freeze;
|
||||
|
||||
public void UpdatePowers( float dt, bool grounded )
|
||||
{
|
||||
_blink.UpdatePower( dt, _cheatBlink, grounded );
|
||||
_boost.UpdatePower( dt, _cheatBoost, grounded );
|
||||
_freeze.UpdatePower(dt, _cheatFreeze, grounded);
|
||||
}
|
||||
}
|
|
@ -1,3 +1,4 @@
|
|||
using Ktyl.Util;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
@ -49,7 +50,27 @@ public class FallawayFloor : MonoBehaviour
|
|||
{
|
||||
if (!_triggered.HasValue && other.CompareTag("Player"))
|
||||
{
|
||||
StartCoroutine(Fall());
|
||||
// Start the Destroy floor coroutine and switch to the dissolve material.
|
||||
if (objectTimeScale != 0)
|
||||
{
|
||||
StartCoroutine(Fall());
|
||||
_renderer.material = dissolve;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//The platform gets destroyed after the player resumes frozen time on a platform
|
||||
private void OnTriggerStay(Collider other)
|
||||
{
|
||||
if (!_triggered && other.CompareTag("Player"))
|
||||
{
|
||||
// Start the Destroy floor coroutine and switch to the dissolve material.
|
||||
if (objectTimeScale != 0)
|
||||
{
|
||||
StartCoroutine(Fall());
|
||||
_renderer.material = dissolve;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,16 @@
|
|||
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@ -0,0 +1,44 @@
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using Ktyl.Util;
|
||||
using System.Collections;
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
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public class FreezeUI : MonoBehaviour
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{
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[SerializeField]
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private Image cooldownImage;
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[SerializeField]
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private PlayerPower freeze;
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[SerializeField]
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private GameObject freezePanel;
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[SerializeField]
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private SerialFloat frozenTime;
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private float cooldownTimer = 0f;
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public void updateCooldownUI(float rawCooldownTimer, float regenerateTime, float timeSinceConsume)
|
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{
|
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if (rawCooldownTimer <= 0)
|
||||
cooldownTimer = 0;
|
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else
|
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cooldownTimer = rawCooldownTimer / regenerateTime;
|
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|
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cooldownImage.fillAmount = cooldownTimer;
|
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|
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if (rawCooldownTimer > frozenTime)
|
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freezePanel.SetActive(true);
|
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else
|
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freezePanel.SetActive(false);
|
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}
|
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|
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|
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private void Update()
|
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{
|
||||
updateCooldownUI(freeze.cooldown, freeze.regenerateTime, freeze.timeSinceConsume);
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}
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_jumpBufferTime: 0.1
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<property name="initialValue">
|
||||
<value>1</value>
|
||||
</property>
|
||||
</object>
|
||||
</objects>
|
Loading…
Reference in New Issue