Merge branch '14-power_freeze' into 'main'
Resolve "glove: freeze" See merge request kernel-panic/revival!47
This commit is contained in:
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|
@ -1,6 +1,9 @@
|
||||||
using Extensions;
|
using Extensions;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using NaughtyAttributes;
|
using NaughtyAttributes;
|
||||||
|
using Ktyl.Util;
|
||||||
|
using System.Collections;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
public class PlayerController : MonoBehaviour
|
public class PlayerController : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
@ -71,6 +74,15 @@ public class PlayerController : MonoBehaviour
|
||||||
private const float TAU = Mathf.PI * 2f;
|
private const float TAU = Mathf.PI * 2f;
|
||||||
private const float HALF_PI = Mathf.PI / 2f;
|
private const float HALF_PI = Mathf.PI / 2f;
|
||||||
|
|
||||||
|
private float timeSinceStop;
|
||||||
|
|
||||||
|
[Header("Power Freeze")]
|
||||||
|
[SerializeField]
|
||||||
|
private SerialFloat objectTimeScale;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private SerialFloat frozenTime;
|
||||||
|
|
||||||
private enum JumpState
|
private enum JumpState
|
||||||
{
|
{
|
||||||
None,
|
None,
|
||||||
|
@ -152,6 +164,33 @@ public class PlayerController : MonoBehaviour
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void UpdateFreeze( float dt)
|
||||||
|
{
|
||||||
|
if ( _powers.Freeze.CanConsume && _inputHandler.InputState.Freeze.GetRawValue() )
|
||||||
|
{
|
||||||
|
_powers.Freeze.Consume();
|
||||||
|
objectTimeScale.Value = 0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_powers.Freeze.timeSinceConsume > frozenTime)
|
||||||
|
{
|
||||||
|
UnfreezeTime();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UnfreezeTime()
|
||||||
|
{
|
||||||
|
objectTimeScale.Value = 1f;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FreezeReset()
|
||||||
|
{
|
||||||
|
_powers.Freeze.Reset();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
private void UpdateJump(float dt)
|
private void UpdateJump(float dt)
|
||||||
{
|
{
|
||||||
_fallTime = _grounded ? 0f : (_fallTime + dt);
|
_fallTime = _grounded ? 0f : (_fallTime + dt);
|
||||||
|
@ -287,6 +326,7 @@ public class PlayerController : MonoBehaviour
|
||||||
UpdateJump( dt );
|
UpdateJump( dt );
|
||||||
UpdateLook( dt );
|
UpdateLook( dt );
|
||||||
UpdateBlink( dt );
|
UpdateBlink( dt );
|
||||||
|
UpdateFreeze( dt );
|
||||||
UpdateGravity( dt );
|
UpdateGravity( dt );
|
||||||
UpdateDrag( dt );
|
UpdateDrag( dt );
|
||||||
UpdateMovement( dt );
|
UpdateMovement( dt );
|
||||||
|
|
|
@ -24,15 +24,17 @@ public class PlayerInputHandler : MonoBehaviour
|
||||||
public BufferedInput Jump;
|
public BufferedInput Jump;
|
||||||
public BufferedInput Blink;
|
public BufferedInput Blink;
|
||||||
public BufferedInput Use;
|
public BufferedInput Use;
|
||||||
|
public BufferedInput Freeze;
|
||||||
public CameraRelativeInput Move;
|
public CameraRelativeInput Move;
|
||||||
public Vector2 Look;
|
public Vector2 Look;
|
||||||
public float MoveRotation;
|
public float MoveRotation;
|
||||||
|
|
||||||
public PlayerInputState( float jumpBuffer, float blinkBuffer, float useBuffer )
|
public PlayerInputState( float jumpBuffer, float blinkBuffer, float useBuffer , float freezeBuffer)
|
||||||
{
|
{
|
||||||
Jump = new BufferedInput( jumpBuffer );
|
Jump = new BufferedInput( jumpBuffer );
|
||||||
Blink = new BufferedInput( blinkBuffer );
|
Blink = new BufferedInput( blinkBuffer );
|
||||||
Use = new BufferedInput( useBuffer );
|
Use = new BufferedInput( useBuffer );
|
||||||
|
Freeze = new BufferedInput( freezeBuffer );
|
||||||
Move = new CameraRelativeInput();
|
Move = new CameraRelativeInput();
|
||||||
Look = Vector2.zero;
|
Look = Vector2.zero;
|
||||||
}
|
}
|
||||||
|
@ -42,6 +44,7 @@ public class PlayerInputHandler : MonoBehaviour
|
||||||
Jump.Update(deltaTime);
|
Jump.Update(deltaTime);
|
||||||
Blink.Update(deltaTime);
|
Blink.Update(deltaTime);
|
||||||
Use.Update(deltaTime);
|
Use.Update(deltaTime);
|
||||||
|
Freeze.Update(deltaTime);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -51,11 +54,12 @@ public class PlayerInputHandler : MonoBehaviour
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_state = new PlayerInputState(
|
_state = new PlayerInputState(
|
||||||
_inputSettings.JumpBufferTime,
|
_inputSettings.JumpBufferTime,
|
||||||
_inputSettings.BlinkBufferTime,
|
_inputSettings.BlinkBufferTime,
|
||||||
_inputSettings.UseBufferTime
|
_inputSettings.UseBufferTime,
|
||||||
);
|
_inputSettings.FreezeBufferTime
|
||||||
|
) ;
|
||||||
|
|
||||||
// run a first time update to ensure the dialogue system has an updated
|
// run a first time update to ensure the dialogue system has an updated
|
||||||
// value for the player's input control scheme
|
// value for the player's input control scheme
|
||||||
|
@ -64,7 +68,7 @@ public class PlayerInputHandler : MonoBehaviour
|
||||||
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
_state.Update( Time.fixedDeltaTime );
|
_state.Update( Time.fixedDeltaTime);
|
||||||
|
|
||||||
float cameraRotation = _camera.transform.rotation.eulerAngles.y;
|
float cameraRotation = _camera.transform.rotation.eulerAngles.y;
|
||||||
_state.Move.SetAngle(-cameraRotation);
|
_state.Move.SetAngle(-cameraRotation);
|
||||||
|
@ -92,4 +96,10 @@ public class PlayerInputHandler : MonoBehaviour
|
||||||
if(context.started)
|
if(context.started)
|
||||||
EventHandler.current.ArtefactPickUp(_nearbyArtefactID.Value);
|
EventHandler.current.ArtefactPickUp(_nearbyArtefactID.Value);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Freeze(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
_state.Freeze.Set( context.ReadValueAsButton() );
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -8,7 +8,7 @@ public class PlayerInputSettings : ScriptableObject
|
||||||
public float JumpBufferTime => _jumpBufferTime;
|
public float JumpBufferTime => _jumpBufferTime;
|
||||||
public float BlinkBufferTime => _blinkBufferTime;
|
public float BlinkBufferTime => _blinkBufferTime;
|
||||||
public float UseBufferTime => _useBufferTime;
|
public float UseBufferTime => _useBufferTime;
|
||||||
|
public float FreezeBufferTime => _freezeBufferTime;
|
||||||
public float MouseSensitivity => _mouseSens;
|
public float MouseSensitivity => _mouseSens;
|
||||||
public float JoypadSensitivity => _joypadSens;
|
public float JoypadSensitivity => _joypadSens;
|
||||||
|
|
||||||
|
@ -22,6 +22,9 @@ public class PlayerInputSettings : ScriptableObject
|
||||||
private float _useBufferTime;
|
private float _useBufferTime;
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
|
private float _freezeBufferTime;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
private float _mouseSens;
|
private float _mouseSens;
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
|
|
|
@ -7,26 +7,34 @@ using UnityEngine.Events;
|
||||||
[CreateAssetMenu(menuName = "KernelPanic/Player/Power", fileName = "PlayerPower.asset")]
|
[CreateAssetMenu(menuName = "KernelPanic/Player/Power", fileName = "PlayerPower.asset")]
|
||||||
public class PlayerPower : ScriptableObject
|
public class PlayerPower : ScriptableObject
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private bool _regenerateOnGround;
|
private bool _regenerateOnGround;
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private bool _regenerateInAir;
|
private bool _regenerateInAir;
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
private float _regenerateTime;
|
public float regenerateTime => _regenerateTime;
|
||||||
|
[SerializeField] private float _regenerateTime;
|
||||||
|
|
||||||
private bool _unlocked;
|
private bool _unlocked;
|
||||||
private bool _cheated;
|
private bool _cheated;
|
||||||
private bool _consumed;
|
private bool _consumed;
|
||||||
|
|
||||||
private float _timeSinceConsume;
|
public float cooldown => _cooldown;
|
||||||
|
private float _cooldown;
|
||||||
|
|
||||||
|
public float timeSinceConsume => _timeSinceConsume;
|
||||||
|
public float _timeSinceConsume;
|
||||||
|
|
||||||
private UnityEvent _onUnlock = new UnityEvent();
|
private UnityEvent _onUnlock = new UnityEvent();
|
||||||
public UnityEvent OnUnlock => _onUnlock;
|
public UnityEvent OnUnlock => _onUnlock;
|
||||||
|
|
||||||
public void UpdatePower( float deltaTime, bool cheat, bool grounded)
|
public void UpdatePower( float deltaTime, bool cheat, bool grounded)
|
||||||
{
|
{
|
||||||
|
|
||||||
_cheated = cheat;
|
_cheated = cheat;
|
||||||
|
|
||||||
bool regenerate = grounded ? _regenerateOnGround : _regenerateInAir;
|
bool regenerate = grounded ? _regenerateOnGround : _regenerateInAir;
|
||||||
|
@ -34,9 +42,11 @@ public class PlayerPower : ScriptableObject
|
||||||
if ( _consumed && regenerate )
|
if ( _consumed && regenerate )
|
||||||
{
|
{
|
||||||
_timeSinceConsume += deltaTime;
|
_timeSinceConsume += deltaTime;
|
||||||
|
_cooldown = _regenerateTime - timeSinceConsume;
|
||||||
|
|
||||||
if ( _timeSinceConsume > _regenerateTime )
|
if ( _timeSinceConsume > _regenerateTime )
|
||||||
{
|
{
|
||||||
|
|
||||||
this.Reset();
|
this.Reset();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -52,6 +62,7 @@ public class PlayerPower : ScriptableObject
|
||||||
{
|
{
|
||||||
_consumed = false;
|
_consumed = false;
|
||||||
_timeSinceConsume = 0f;
|
_timeSinceConsume = 0f;
|
||||||
|
_cooldown = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Unlock()
|
public void Unlock()
|
||||||
|
|
|
@ -12,6 +12,9 @@ public class PlayerPowers : MonoBehaviour
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private bool _cheatBoost;
|
private bool _cheatBoost;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private bool _cheatFreeze;
|
||||||
|
|
||||||
[Header( "References" )]
|
[Header( "References" )]
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private PlayerPower _blink;
|
private PlayerPower _blink;
|
||||||
|
@ -19,12 +22,17 @@ public class PlayerPowers : MonoBehaviour
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private PlayerPower _boost;
|
private PlayerPower _boost;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private PlayerPower _freeze;
|
||||||
|
|
||||||
public PlayerPower Blink => _blink;
|
public PlayerPower Blink => _blink;
|
||||||
public PlayerPower Boost => _boost;
|
public PlayerPower Boost => _boost;
|
||||||
|
public PlayerPower Freeze => _freeze;
|
||||||
|
|
||||||
public void UpdatePowers( float dt, bool grounded )
|
public void UpdatePowers( float dt, bool grounded )
|
||||||
{
|
{
|
||||||
_blink.UpdatePower( dt, _cheatBlink, grounded );
|
_blink.UpdatePower( dt, _cheatBlink, grounded );
|
||||||
_boost.UpdatePower( dt, _cheatBoost, grounded );
|
_boost.UpdatePower( dt, _cheatBoost, grounded );
|
||||||
|
_freeze.UpdatePower(dt, _cheatFreeze, grounded);
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -1,3 +1,4 @@
|
||||||
|
using Ktyl.Util;
|
||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
@ -15,6 +16,7 @@ public class FallawayFloor : MonoBehaviour
|
||||||
public Material dissolve;
|
public Material dissolve;
|
||||||
|
|
||||||
[SerializeField] private Renderer _renderer;
|
[SerializeField] private Renderer _renderer;
|
||||||
|
[SerializeField] private SerialFloat objectTimeScale;
|
||||||
[SerializeField] private TrapSettings _settings;
|
[SerializeField] private TrapSettings _settings;
|
||||||
[SerializeField] private GameObject _graphics;
|
[SerializeField] private GameObject _graphics;
|
||||||
|
|
||||||
|
@ -50,7 +52,27 @@ public class FallawayFloor : MonoBehaviour
|
||||||
{
|
{
|
||||||
if (!_triggered && other.CompareTag("Player"))
|
if (!_triggered && other.CompareTag("Player"))
|
||||||
{
|
{
|
||||||
StartCoroutine(Fall());
|
// Start the Destroy floor coroutine and switch to the dissolve material.
|
||||||
|
if (objectTimeScale != 0)
|
||||||
|
{
|
||||||
|
StartCoroutine(Fall());
|
||||||
|
_renderer.material = dissolve;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//The platform gets destroyed after the player resumes frozen time on a platform
|
||||||
|
private void OnTriggerStay(Collider other)
|
||||||
|
{
|
||||||
|
if (!_triggered && other.CompareTag("Player"))
|
||||||
|
{
|
||||||
|
// Start the Destroy floor coroutine and switch to the dissolve material.
|
||||||
|
if (objectTimeScale != 0)
|
||||||
|
{
|
||||||
|
StartCoroutine(Fall());
|
||||||
|
_renderer.material = dissolve;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,16 @@
|
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|
%YAML 1.1
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|
@ -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);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -44,6 +44,14 @@
|
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"expectedControlType": "Button",
|
"expectedControlType": "Button",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"interactions": ""
|
"interactions": ""
|
||||||
|
},
|
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|
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|
||||||
|
"name": "Freeze",
|
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|
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|
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}
|
}
|
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],
|
],
|
||||||
"bindings": [
|
"bindings": [
|
||||||
|
@ -200,6 +208,28 @@
|
||||||
"action": "Blink",
|
"action": "Blink",
|
||||||
"isComposite": false,
|
"isComposite": false,
|
||||||
"isPartOfComposite": false
|
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|
||||||
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"processors": "",
|
||||||
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|
||||||
|
"action": "Freeze",
|
||||||
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"isComposite": false,
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||||||
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"isPartOfComposite": false
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|
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"action": "Freeze",
|
||||||
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|
||||||
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|
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}
|
}
|
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]
|
]
|
||||||
},
|
},
|
||||||
|
|
|
@ -15,5 +15,6 @@ MonoBehaviour:
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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@ -0,0 +1,18 @@
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