Made changes as per code review.
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@ -98,6 +98,7 @@ GameObject:
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- component: {fileID: 3320306143821152633}
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- component: {fileID: 4537570682397675320}
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- component: {fileID: 2167937473989734407}
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- component: {fileID: 3649858554990169966}
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m_Layer: 0
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m_Name: Player
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m_TagString: Untagged
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@ -371,6 +372,18 @@ MonoBehaviour:
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m_StringArgument:
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m_BoolArgument: 1
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m_CallState: 2
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--- !u!114 &3649858554990169966
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 13726836969441781}
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m_Enabled: 1
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m_Script: {fileID: 11500000, guid: bb840fd42f6526f4893e136a093cf1bd, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!1 &13726837642651461
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GameObject:
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m_ObjectHideFlags: 0
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 5ed6528357dd2bb4c92cb1101f214604
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 55fadb9f11c9ea74fb586631ce45bd14
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@ -6,12 +6,12 @@ public class Arrow : MonoBehaviour
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{
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Rigidbody rb;
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// Float for speed of the arrow.
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public float speed;
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[SerializeField] private float speed;
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// Float for time in seconds to wait to destroy the arrow on contact with any other gameobject that is no the player.
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public float waitToDestroy;
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[SerializeField] private float waitToDestroy;
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// Vector3 to set direction of travel for the arrow once the trigger is activated.
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public Vector3 direction;
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[SerializeField] private DeathZone dz;
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[SerializeField] private Vector3 direction;
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[SerializeField] private PlayerDeath pd;
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private void Start()
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{
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@ -29,10 +29,10 @@ public class Arrow : MonoBehaviour
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private void OnCollisionEnter(Collision collision)
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{
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if (collision.gameObject.CompareTag("Player"))
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if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath))
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{
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// Start Respawn coroutine.
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StartCoroutine(dz.RespawnPlayer());
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StartCoroutine(pd.RespawnPlayer());
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// Destroy arrow on contact with player.
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Destroy(gameObject);
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}
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@ -12,7 +12,7 @@ public class SafeZone : MonoBehaviour
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private void OnTriggerStay(Collider other)
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{
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// Check if other game object is Player.
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if (other.gameObject.name == "Player")
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if (other.gameObject.CompareTag("Player"))
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{
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_respawnPosition.Value = other.gameObject.transform.position;
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}
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@ -5,46 +5,15 @@ using Ktyl.Util;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class DeathZone : MonoBehaviour
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{
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public Animator animator;
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public GameObject fadeScreen;
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{
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[SerializeField] private PlayerDeath pd;
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private GameObject player;
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[SerializeField] private SerialVector3 _respawnPosition;
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[SerializeField] private GameEvent _playerDeath;
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[SerializeField] private GameEvent _playerRespawn;
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private void OnTriggerEnter(Collider other)
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{
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// Checks to make sure other collider is the Player. Sets player variable as Player game object and starts the coroutine.
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if (other.gameObject.name == "Player")
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if (other.gameObject.CompareTag("Player"))
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{
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player = other.gameObject;
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StartCoroutine(RespawnPlayer());
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StartCoroutine(pd.RespawnPlayer());
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}
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}
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// 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.
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public IEnumerator RespawnPlayer()
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{
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animator.SetTrigger("IsDead");
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_playerDeath.Raise();
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yield return new WaitForSeconds(0.5f);
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fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
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yield return new WaitForSeconds(1.5f);
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// move player to respawn position
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player.transform.position = _respawnPosition;
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fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
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yield return new WaitForSeconds(0.5f);
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_playerRespawn.Raise();
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yield return null;
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}
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}
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@ -0,0 +1,40 @@
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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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using Ktyl.Util;
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public class PlayerDeath : MonoBehaviour
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{
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public Animator animator;
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public GameObject fadeScreen;
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private GameObject player;
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[SerializeField] private SerialVector3 _respawnPosition;
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[SerializeField] private GameEvent _playerDeath;
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[SerializeField] private GameEvent _playerRespawn;
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// Corountine to trigger death animation, disable player movement, play fade,
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// respawn player at last safe position and then play fade in animation and re-enable player movement.
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public IEnumerator RespawnPlayer()
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{
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animator.SetTrigger("IsDead");
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_playerDeath.Raise();
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yield return new WaitForSeconds(0.5f);
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fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
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yield return new WaitForSeconds(1.5f);
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// move player to respawn position
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player.transform.position = _respawnPosition;
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fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
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yield return new WaitForSeconds(0.5f);
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_playerRespawn.Raise();
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yield return null;
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: bb840fd42f6526f4893e136a093cf1bd
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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