Added the Respawn Manager which allows for the use of multiple safe zones. Cleeaned up the code and made more efficient.
This commit is contained in:
parent
3b9e31a4b3
commit
adb0c9e673
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@ -0,0 +1,23 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RespawnManager : MonoBehaviour
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{
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private Vector3 respawnPoint;
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public void setRespawnPoint(Vector3 _respawnPoint)
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{
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respawnPoint = _respawnPoint;
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}
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public Vector3 getRespawnPoint()
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{
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return respawnPoint;
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}
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private void Update()
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{
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Debug.Log(respawnPoint);
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}
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}
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respawnPoint: {x: 0, y: 0, z: 0}
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_respawnManager: {fileID: 254941228}
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playerPos: {x: 0, y: 0, z: 0}
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lastPlayerPos: []
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@ -8,39 +8,35 @@ public class SafeZone : MonoBehaviour
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private GameObject player;
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private GameObject player;
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private bool isSafe = false;
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private bool isSafe = false;
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public Vector3 respawnPoint;
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[SerializeField] private RespawnManager _respawnManager;
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public Vector3 playerPos;
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public List<Vector3> lastPlayerPos = new List<Vector3>();
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private void Start()
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{
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player = GameObject.Find("Player");
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}
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private void OnTriggerEnter(Collider other)
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private void OnTriggerEnter(Collider other)
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{
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{
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isSafe = true;
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if (other.gameObject.name == "Player")
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{
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isSafe = true;
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player = other.gameObject;
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}
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}
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}
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private void OnTriggerExit(Collider other)
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private void OnTriggerExit(Collider other)
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{
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{
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isSafe = false;
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if (other.gameObject.name == "Player")
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{
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isSafe = false;
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}
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}
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}
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private void FixedUpdate()
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private void FixedUpdate()
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{
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{
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if (isSafe == true)
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if (isSafe)
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{
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{
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playerPos = player.transform.position;
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SetRespawnPoint(player.transform.position);
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lastPlayerPos.Add(playerPos);
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respawnPoint = lastPlayerPos.Last();
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Debug.Log("Player Position: X = " + playerPos.x + " --- Y = " + playerPos.y + " --- Z = " + playerPos.z + " --- RespawnPoint = " + respawnPoint);
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}
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}
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}
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}
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public Vector3 safeSpawn()
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private void SetRespawnPoint(Vector3 _respawnPoint)
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{
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{
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return respawnPoint;
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_respawnManager.setRespawnPoint(_respawnPoint);
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}
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}
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}
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}
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@ -3,22 +3,19 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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public class DeathZone : MonoBehaviour
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public class DeathZone : MonoBehaviour
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{
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{
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public SafeZone sz;
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public Animator animator;
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public Animator animator;
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public GameObject fadeScreen;
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public GameObject fadeScreen;
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[SerializeField] private Transform player;
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private GameObject player;
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private bool isDead;
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[SerializeField] private RespawnManager respawnManager;
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private void OnTriggerEnter(Collider other)
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private void OnTriggerEnter(Collider other)
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{
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{
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isDead = true;
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if (other.gameObject.name == "Player")
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if (isDead == true)
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{
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{
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player = other.gameObject;
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StartCoroutine(respawnPlayer());
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StartCoroutine(respawnPlayer());
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}
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}
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}
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}
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fadeScreen.GetComponent<Animation>().Play("fadeAnim");
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fadeScreen.GetComponent<Animation>().Play("fadeAnim");
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//yield return new WaitForSeconds(0.5f);
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//yield return new WaitForSeconds(0.5f);
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player.transform.position = sz.safeSpawn();
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player.transform.position = respawnManager.getRespawnPoint();
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yield return new WaitForSeconds(2);
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yield return new WaitForSeconds(2);
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fadeScreen.GetComponent<Animation>().Play("fadeInAnim");
|
fadeScreen.GetComponent<Animation>().Play("fadeInAnim");
|
||||||
yield return null;
|
yield return null;
|
||||||
isDead = false;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue