changes made as per code review
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@ -78,15 +78,7 @@ public class PlayerController : MonoBehaviour
|
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private SerialFloat objectTimeScale;
|
private SerialFloat objectTimeScale;
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
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private float frozenTime;
|
private SerialFloat frozenTime;
|
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|
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[SerializeField]
|
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private GameObject FreezePanel;
|
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|
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[SerializeField]
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private Image cooldownImage;
|
|
||||||
|
|
||||||
private float cooldownTimer = 0f;
|
|
||||||
|
|
||||||
private enum JumpState
|
private enum JumpState
|
||||||
{
|
{
|
||||||
|
@ -172,12 +164,10 @@ public class PlayerController : MonoBehaviour
|
||||||
|
|
||||||
private void UpdateFreeze( float dt)
|
private void UpdateFreeze( float dt)
|
||||||
{
|
{
|
||||||
updateCooldownUI(_powers.Freeze.cooldown, _powers.Freeze.regenerateTime);
|
|
||||||
if ( _powers.Freeze.CanConsume && _inputHandler.InputState.Freeze.GetRawValue() )
|
if ( _powers.Freeze.CanConsume && _inputHandler.InputState.Freeze.GetRawValue() )
|
||||||
{
|
{
|
||||||
_powers.Freeze.Consume();
|
_powers.Freeze.Consume();
|
||||||
objectTimeScale.Value = 0f;
|
objectTimeScale.Value = 0f;
|
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FreezePanel.SetActive(true);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_powers.Freeze.timeSinceConsume > frozenTime)
|
if (_powers.Freeze.timeSinceConsume > frozenTime)
|
||||||
|
@ -189,20 +179,12 @@ public class PlayerController : MonoBehaviour
|
||||||
|
|
||||||
private void UnfreezeTime()
|
private void UnfreezeTime()
|
||||||
{
|
{
|
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FreezePanel.SetActive(false);
|
|
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objectTimeScale.Value = 1f;
|
objectTimeScale.Value = 1f;
|
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}
|
}
|
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|
|
||||||
|
private void FreezeReset()
|
||||||
|
|
||||||
public void updateCooldownUI(float rawCooldownTimer, float regenerateTime)
|
|
||||||
{
|
{
|
||||||
if (rawCooldownTimer <= 0)
|
_powers.Freeze.Reset();
|
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cooldownTimer = 0;
|
|
||||||
else
|
|
||||||
cooldownTimer = rawCooldownTimer / regenerateTime;
|
|
||||||
|
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cooldownImage.fillAmount = cooldownTimer;
|
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||||||
}
|
}
|
||||||
|
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||||||
|
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||||||
|
|
|
@ -62,6 +62,7 @@ public class PlayerPower : ScriptableObject
|
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{
|
{
|
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_consumed = false;
|
_consumed = false;
|
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_timeSinceConsume = 0f;
|
_timeSinceConsume = 0f;
|
||||||
|
_cooldown = 0f;
|
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}
|
}
|
||||||
|
|
||||||
public void Unlock()
|
public void Unlock()
|
||||||
|
|
|
@ -0,0 +1,44 @@
|
||||||
|
using Ktyl.Util;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class FreezeUI : MonoBehaviour
|
||||||
|
{
|
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|
[SerializeField]
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|
private Image cooldownImage;
|
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|
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|
[SerializeField]
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|
private PlayerPower freeze;
|
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|
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|
[SerializeField]
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|
private GameObject freezePanel;
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|
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|
[SerializeField]
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|
private SerialFloat frozenTime;
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|
|
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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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|
{
|
||||||
|
if (rawCooldownTimer <= 0)
|
||||||
|
cooldownTimer = 0;
|
||||||
|
else
|
||||||
|
cooldownTimer = rawCooldownTimer / regenerateTime;
|
||||||
|
|
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|
cooldownImage.fillAmount = cooldownTimer;
|
||||||
|
|
||||||
|
if (rawCooldownTimer > frozenTime)
|
||||||
|
freezePanel.SetActive(true);
|
||||||
|
else
|
||||||
|
freezePanel.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
updateCooldownUI(freeze.cooldown, freeze.regenerateTime, freeze.timeSinceConsume);
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,23 +0,0 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
public class PlayerUI : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
private Image cooldownImage;
|
|
||||||
|
|
||||||
private float cooldownTimer = 0f;
|
|
||||||
|
|
||||||
public void updateCooldownUI(float rawCooldownTimer, float regenerateTime)
|
|
||||||
{
|
|
||||||
if (rawCooldownTimer <= 0)
|
|
||||||
cooldownTimer = 0;
|
|
||||||
else
|
|
||||||
cooldownTimer = Mathf.Round(rawCooldownTimer) / regenerateTime;
|
|
||||||
|
|
||||||
|
|
||||||
cooldownImage.fillAmount = cooldownTimer;
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -0,0 +1,16 @@
|
||||||
|
%YAML 1.1
|
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|
%TAG !u! tag:unity3d.com,2011:
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|
--- !u!114 &11400000
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 76553ada4233edc458c3fed9b69e128f, type: 3}
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m_Name: frozenTime
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m_EditorClassIdentifier:
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_initialValue: 3
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 19273ba4ac237ab4381926cfb195dda8
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
Reference in New Issue