changes made as per code review

This commit is contained in:
Novvator 2021-03-16 15:49:54 +00:00
parent 873c0908ef
commit b94d9d7f32
10 changed files with 449 additions and 368 deletions

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View File

@ -78,15 +78,7 @@ public class PlayerController : MonoBehaviour
private SerialFloat objectTimeScale; private SerialFloat objectTimeScale;
[SerializeField] [SerializeField]
private float frozenTime; private SerialFloat frozenTime;
[SerializeField]
private GameObject FreezePanel;
[SerializeField]
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;
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()
{ {
FreezePanel.SetActive(false);
objectTimeScale.Value = 1f; objectTimeScale.Value = 1f;
} }
private void FreezeReset()
public void updateCooldownUI(float rawCooldownTimer, float regenerateTime)
{ {
if (rawCooldownTimer <= 0) _powers.Freeze.Reset();
cooldownTimer = 0;
else
cooldownTimer = rawCooldownTimer / regenerateTime;
cooldownImage.fillAmount = cooldownTimer;
} }

View File

@ -62,6 +62,7 @@ public class PlayerPower : ScriptableObject
{ {
_consumed = false; _consumed = false;
_timeSinceConsume = 0f; _timeSinceConsume = 0f;
_cooldown = 0f;
} }
public void Unlock() public void Unlock()

View File

@ -0,0 +1,44 @@
using Ktyl.Util;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class FreezeUI : MonoBehaviour
{
[SerializeField]
private Image cooldownImage;
[SerializeField]
private PlayerPower freeze;
[SerializeField]
private GameObject freezePanel;
[SerializeField]
private SerialFloat frozenTime;
private float cooldownTimer = 0f;
public void updateCooldownUI(float rawCooldownTimer, float regenerateTime, float timeSinceConsume)
{
if (rawCooldownTimer <= 0)
cooldownTimer = 0;
else
cooldownTimer = rawCooldownTimer / regenerateTime;
cooldownImage.fillAmount = cooldownTimer;
if (rawCooldownTimer > frozenTime)
freezePanel.SetActive(true);
else
freezePanel.SetActive(false);
}
private void Update()
{
updateCooldownUI(freeze.cooldown, freeze.regenerateTime, freeze.timeSinceConsume);
}
}

View File

@ -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;
}
}

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