Merge branch 'feature/freeze-vfx' into 'main'

made freeze have some neat sfx & vfx

See merge request kernel-panic/revival!69
This commit is contained in:
Cat Flynn 2021-04-16 16:47:57 +00:00
commit 9912ed67db
7 changed files with 335 additions and 27 deletions

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propertyPath: m_FollowOffset.z propertyPath: m_FollowOffset.z
@ -422,6 +544,10 @@ PrefabInstance:
propertyPath: _camera propertyPath: _camera
value: value:
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@ -89,6 +89,13 @@ public class PlayerController : MonoBehaviour
[SerializeField] [SerializeField]
private string _freezeFirstUseDialogueKey; private string _freezeFirstUseDialogueKey;
[SerializeField]
private GameObject _freezeVfx;
[SerializeField]
[FMODUnity.EventRef]
private string _freezeSfx;
private enum JumpState private enum JumpState
{ {
None, None,
@ -103,6 +110,7 @@ public class PlayerController : MonoBehaviour
private void Start() private void Start()
{ {
_freezeVfx.SetActive( false );
} }
private Color GetDebugColor() private Color GetDebugColor()
@ -177,6 +185,8 @@ public class PlayerController : MonoBehaviour
{ {
_powers.Freeze.Consume(); _powers.Freeze.Consume();
objectTimeScale.Value = 0f; objectTimeScale.Value = 0f;
_freezeVfx.SetActive( true );
FMODUnity.RuntimeManager.PlayOneShot( _freezeSfx );
Debug.Log( "[PlayerController] time frozen" ); Debug.Log( "[PlayerController] time frozen" );
} }
@ -184,6 +194,7 @@ public class PlayerController : MonoBehaviour
{ {
UnfreezeTime(); UnfreezeTime();
_dialogueSystem.PlayLine( _freezeFirstUseDialogueKey, true ); _dialogueSystem.PlayLine( _freezeFirstUseDialogueKey, true );
_freezeVfx.SetActive( false );
Debug.Log( "[PlayerController] time unfrozen" ); Debug.Log( "[PlayerController] time unfrozen" );
} }

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