Merge branch 'feature/final-level-design' into 'main'
bunch of final level design See merge request kernel-panic/revival!100
This commit is contained in:
commit
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androidETC2FallbackOverride: 0
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buildTarget: Standalone
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androidETC2FallbackOverride: 0
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buildTarget: iPhone
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maxTextureSize: 8192
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textureFormat: -1
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textureCompression: 1
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buildTarget: Android
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maxTextureSize: 8192
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Windows Store Apps
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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sprites: []
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outline: []
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bones: []
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spriteID:
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 4676633832858914730, guid: 8a918f60d084fbe468bf3b2c0a14fb52, type: 3}
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|
@ -0,0 +1,100 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using Cinemachine;
|
||||
using DG.Tweening;
|
||||
using Google.Apis.Util;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class BazFinalSequence : MonoBehaviour
|
||||
{
|
||||
[Serializable]
|
||||
private struct Baz
|
||||
{
|
||||
public Door door;
|
||||
public Animator anim;
|
||||
public float pauseTime;
|
||||
public float scaleFactor;
|
||||
|
||||
public GameObject graphics;
|
||||
public Transform scaleTarget;
|
||||
public float hoverHeight;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
private struct Flickers
|
||||
{
|
||||
public float intensity;
|
||||
public float period;
|
||||
}
|
||||
|
||||
[SerializeField] private GameObject _player;
|
||||
[SerializeField] private CinemachineFreeLook _camera;
|
||||
[SerializeField] private Baz _baz;
|
||||
[SerializeField] private GameObject _statue;
|
||||
[SerializeField] private Flickers _flickers;
|
||||
|
||||
private WaitForSeconds _bazPauseForEffect;
|
||||
private WaitForSeconds _bazWalk;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_bazPauseForEffect = new WaitForSeconds(_baz.pauseTime);
|
||||
_bazWalk = new WaitForSeconds(_baz.door.AnimTime);
|
||||
}
|
||||
|
||||
public void Trigger()
|
||||
{
|
||||
StartCoroutine(BazCR());
|
||||
}
|
||||
|
||||
private IEnumerator BazCR()
|
||||
{
|
||||
// TODO: disable player movement/abilities
|
||||
var input = _player.GetComponent<PlayerInput>();
|
||||
input.enabled = false;
|
||||
|
||||
// _camera.LookAt = _baz.scaleTarget;
|
||||
// _camera.Follow = _baz.scaleTarget;
|
||||
|
||||
var elapsed = 0f;
|
||||
while (elapsed < _flickers.period)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
|
||||
var t = Time.time * _flickers.intensity;
|
||||
var p = Mathf.PerlinNoise(t, Mathf.Sin(t));
|
||||
|
||||
_statue.SetActive(p > elapsed/_flickers.period);
|
||||
_baz.graphics.SetActive(!_statue.activeSelf);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// there is no xandar only baz
|
||||
_statue.SetActive(false);
|
||||
_baz.graphics.SetActive(true);
|
||||
|
||||
// wait a couple of moments
|
||||
yield return _bazPauseForEffect;
|
||||
|
||||
// baz float-walks to the player
|
||||
_baz.door.Open();
|
||||
_baz.anim.SetBool("moving", true);
|
||||
|
||||
var ogScale = _baz.scaleTarget.localScale;
|
||||
_baz.scaleTarget.DOScale(ogScale * _baz.scaleFactor, _baz.door.AnimTime);
|
||||
|
||||
yield return _bazWalk;
|
||||
|
||||
_baz.anim.SetBool("moving", false);
|
||||
|
||||
var pos = _baz.scaleTarget.position;
|
||||
var playerPos = _player.transform.position;
|
||||
pos.y = playerPos.y + _baz.hoverHeight;
|
||||
_baz.scaleTarget.position = pos;
|
||||
_baz.scaleTarget.LookAt(playerPos + _baz.hoverHeight * Vector3.up);
|
||||
|
||||
// roll credits!
|
||||
}
|
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}
|
|
@ -0,0 +1,11 @@
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MonoImporter:
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externalObjects: {}
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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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assetBundleName:
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assetBundleVariant:
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|
@ -1,18 +1,16 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using DG.Tweening;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Windows.WebCam;
|
||||
|
||||
public class Door : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Transform _graphics;
|
||||
[SerializeField] private Transform _endpoint;
|
||||
[SerializeField] private float _animTime = 1.2f;
|
||||
public float AnimTime => _animTime;
|
||||
|
||||
// private bool _opened = false;
|
||||
private Vector3 _initialPos;
|
||||
|
|
Loading…
Reference in New Issue