Merge branch 'main' into feature/audio-integration

This commit is contained in:
Cat Flynn 2021-03-05 15:39:03 +00:00
commit afdf5ce87b
38 changed files with 3200 additions and 193 deletions

View File

@ -17,6 +17,7 @@ open -g $editorpath --args \
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-projectPath "$(pwd)/game" -projectPath "$(pwd)/game"

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@ -1,3 +1,4 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -6,8 +7,6 @@ using UnityEngine.Events;
public class ArtefactControl : MonoBehaviour public class ArtefactControl : MonoBehaviour
{ {
private bool _show; private bool _show;
protected bool _canInteract; protected bool _canInteract;
@ -20,7 +19,12 @@ public class ArtefactControl : MonoBehaviour
[SerializeField] private SerialInt _nearbyArtefactID; [SerializeField] private SerialInt _nearbyArtefactID;
[SerializeField] private ArtefactSystem _artefacts; [SerializeField] private ArtefactSystem _artefacts;
private void OnEnable()
{
_artefacts.RegisterArtefact(_data);
}
protected virtual void Start() protected virtual void Start()
{ {
_artefactID = data.artefactID; _artefactID = data.artefactID;

View File

@ -1,5 +1,8 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Runtime.InteropServices;
using Ktyl.Util;
using UnityEngine; using UnityEngine;
[CreateAssetMenu(menuName = "KernelPanic/Artefacts/Artefact System")] [CreateAssetMenu(menuName = "KernelPanic/Artefacts/Artefact System")]
@ -7,6 +10,36 @@ public class ArtefactSystem : ScriptableObject
{ {
[SerializeField] private DialogueSystem _dialogue; [SerializeField] private DialogueSystem _dialogue;
[SerializeField] private ArtefactInventory _inventory; [SerializeField] private ArtefactInventory _inventory;
[SerializeField] private SerialInt _nearbyArtefactId;
private readonly List<Artefact> _artefacts = new List<Artefact>();
public Artefact GetNearbyArtefact()
{
return _nearbyArtefactId == -1 ? null : GetArtefact(_nearbyArtefactId);
}
private Artefact GetArtefact(int id)
{
for (int i = 0; i < _artefacts.Count; i++)
{
if (_artefacts[i].artefactID == id) return _artefacts[i];
}
Debug.LogError($"no registered artefact with id {id}");
return null;
}
public void RegisterArtefact(Artefact artefact)
{
if (_artefacts.Contains(artefact))
{
Debug.LogError($"{artefact} already registered", this);
return;
}
_artefacts.Add(artefact);
}
public void FindArtefact(Artefact artefact) public void FindArtefact(Artefact artefact)
{ {
@ -14,4 +47,9 @@ public class ArtefactSystem : ScriptableObject
// _dialogue.PlayLine(artefact.dialogueKey); // _dialogue.PlayLine(artefact.dialogueKey);
} }
private void OnDisable()
{
_artefacts.Clear();
}
} }

View File

@ -6,7 +6,6 @@ using UnityEngine;
public class EventHandler : MonoBehaviour public class EventHandler : MonoBehaviour
{ {
//[SerializeField] private SerialInt nearbyArtefactID;
public static EventHandler current; public static EventHandler current;
private void Awake() private void Awake()
@ -39,10 +38,7 @@ public class EventHandler : MonoBehaviour
{ {
if (onArtefactPickUp != null) if (onArtefactPickUp != null)
{ {
//if(nearbyArtefactID != -1) onArtefactPickUp(id);
// {
onArtefactPickUp(id);
//}
} }
} }

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@ -11,40 +11,29 @@ public class PickUpDisplay : MonoBehaviour
[SerializeField] private static bool _paused; [SerializeField] private static bool _paused;
[SerializeField] private GameObject artefactUI; [SerializeField] private GameObject artefactUI;
[SerializeField] private SerialInt nearbyArtefactID;
[SerializeField] private GameObject Player; [SerializeField] private GameObject Player;
[SerializeField] private Text artefactText; [SerializeField] private Text artefactText;
[SerializeField] private GameObject Artefacts;
[SerializeField] private InputSettings inputSettings; [SerializeField] private InputSettings inputSettings;
[SerializeField] private DialogueSystem dialogue; [SerializeField] private DialogueSystem dialogue;
[SerializeField] private ArtefactSystem artefacts;
private Artefact chosenArtefact; private Artefact chosenArtefact;
private static List<Artefact> completeList = new List<Artefact>();
private void Awake() private void Start()
{ {
EventHandler.current.onArtefactUI += PopUpOn; EventHandler.current.onArtefactUI += PopUpOn;
int i;
for(i=0; i<Artefacts.transform.childCount; i++)
{
completeList.Add(Artefacts.transform.GetChild(i).GetComponent<ArtefactControl>().data);
}
} }
private void FixedUpdate() private void Update()
{ {
foreach(Artefact arte in completeList) var artefact = artefacts.GetNearbyArtefact();
{ if (!artefact) return;
if (nearbyArtefactID != -1 && arte.artefactID == nearbyArtefactID)
chosenArtefact = arte; chosenArtefact = artefact;
}
} }
public void PopUpOn() public void PopUpOn()
{ {
;
_paused = true; _paused = true;
artefactUI.SetActive(true); artefactUI.SetActive(true);
Player.GetComponent<PlayerInput>().enabled = false; Player.GetComponent<PlayerInput>().enabled = false;

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@ -15,7 +15,7 @@ public class DeathZone : MonoBehaviour
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.name == "Player") if (other.gameObject.CompareTag("Player"))
{ {
player = other.gameObject; player = other.gameObject;
StartCoroutine(RespawnPlayer()); StartCoroutine(RespawnPlayer());
@ -23,7 +23,7 @@ public class DeathZone : MonoBehaviour
} }
// 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. // 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.
IEnumerator RespawnPlayer() public IEnumerator RespawnPlayer()
{ {
_playerDeath.Raise(); _playerDeath.Raise();

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@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FallawayFloor : MonoBehaviour
{
// Speed at which the object moves towards the ground.
public float speed;
// Time it takes for ogjecct to begin moving towards the ground.
public float fallAwayTime;
// Time taken for object to be destroyed.
public float destroyObjectTime;
public Material dissolve;
Rigidbody rb;
private void Start()
{
// Get Rigidbody component.
rb = GetComponent<Rigidbody>();
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
// Start the Destroy floor coroutine and switch to the dissolve material.
StartCoroutine(DestroyFloor());
GetComponent<Renderer>().material = dissolve;
}
}
IEnumerator DestroyFloor()
{
// Take fallAwayTime, speed, and destroyObjectTime from editor and apply
yield return new WaitForSeconds(fallAwayTime);
rb.velocity = Vector3.down * speed;
yield return new WaitForSeconds(destroyObjectTime);
Destroy(gameObject);
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FallingRocks : MonoBehaviour
{
Rigidbody rb;
public float speed;
[SerializeField] private DeathZone _dz;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
// Use OnTrigger to make the "rocks" fall to the ground. Rate of fall can be controlled with speed variable.
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
rb.velocity = Vector3.down * speed;
}
}
// Use OnCollison to call respawn method from DeathZone script.
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Player"))
{
// Check code is working in log. Can be deleted at a later stage.
Debug.Log("Dead");
// Call respawn coroutine from DeathZone script.
StartCoroutine(_dz.RespawnPlayer());
}
}
}

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