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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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,6 +1,9 @@
|
|||
using Extensions;
|
||||
using UnityEngine;
|
||||
using NaughtyAttributes;
|
||||
using Ktyl.Util;
|
||||
using System.Collections;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
|
@ -71,6 +74,15 @@ public class PlayerController : MonoBehaviour
|
|||
private const float TAU = 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
|
||||
{
|
||||
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)
|
||||
{
|
||||
_fallTime = _grounded ? 0f : (_fallTime + dt);
|
||||
|
@ -287,6 +326,7 @@ public class PlayerController : MonoBehaviour
|
|||
UpdateJump( dt );
|
||||
UpdateLook( dt );
|
||||
UpdateBlink( dt );
|
||||
UpdateFreeze( dt );
|
||||
UpdateGravity( dt );
|
||||
UpdateDrag( dt );
|
||||
UpdateMovement( dt );
|
||||
|
|
|
@ -24,15 +24,17 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
public BufferedInput Jump;
|
||||
public BufferedInput Blink;
|
||||
public BufferedInput Use;
|
||||
public BufferedInput Freeze;
|
||||
public CameraRelativeInput Move;
|
||||
public Vector2 Look;
|
||||
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 );
|
||||
Blink = new BufferedInput( blinkBuffer );
|
||||
Use = new BufferedInput( useBuffer );
|
||||
Freeze = new BufferedInput( freezeBuffer );
|
||||
Move = new CameraRelativeInput();
|
||||
Look = Vector2.zero;
|
||||
}
|
||||
|
@ -42,6 +44,7 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
Jump.Update(deltaTime);
|
||||
Blink.Update(deltaTime);
|
||||
Use.Update(deltaTime);
|
||||
Freeze.Update(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -54,8 +57,9 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
_state = new PlayerInputState(
|
||||
_inputSettings.JumpBufferTime,
|
||||
_inputSettings.BlinkBufferTime,
|
||||
_inputSettings.UseBufferTime
|
||||
);
|
||||
_inputSettings.UseBufferTime,
|
||||
_inputSettings.FreezeBufferTime
|
||||
) ;
|
||||
|
||||
// run a first time update to ensure the dialogue system has an updated
|
||||
// value for the player's input control scheme
|
||||
|
@ -64,7 +68,7 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
_state.Update( Time.fixedDeltaTime );
|
||||
_state.Update( Time.fixedDeltaTime);
|
||||
|
||||
float cameraRotation = _camera.transform.rotation.eulerAngles.y;
|
||||
_state.Move.SetAngle(-cameraRotation);
|
||||
|
@ -92,4 +96,10 @@ public class PlayerInputHandler : MonoBehaviour
|
|||
if(context.started)
|
||||
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 BlinkBufferTime => _blinkBufferTime;
|
||||
public float UseBufferTime => _useBufferTime;
|
||||
|
||||
public float FreezeBufferTime => _freezeBufferTime;
|
||||
public float MouseSensitivity => _mouseSens;
|
||||
public float JoypadSensitivity => _joypadSens;
|
||||
|
||||
|
@ -22,6 +22,9 @@ public class PlayerInputSettings : ScriptableObject
|
|||
private float _useBufferTime;
|
||||
|
||||
[SerializeField]
|
||||
private float _freezeBufferTime;
|
||||
|
||||
[SerializeField]
|
||||
private float _mouseSens;
|
||||
|
||||
[SerializeField]
|
||||
|
|
|
@ -7,26 +7,34 @@ using UnityEngine.Events;
|
|||
[CreateAssetMenu(menuName = "KernelPanic/Player/Power", fileName = "PlayerPower.asset")]
|
||||
public class PlayerPower : ScriptableObject
|
||||
{
|
||||
|
||||
|
||||
[SerializeField]
|
||||
private bool _regenerateOnGround;
|
||||
|
||||
[SerializeField]
|
||||
private bool _regenerateInAir;
|
||||
|
||||
[SerializeField]
|
||||
private float _regenerateTime;
|
||||
|
||||
public float regenerateTime => _regenerateTime;
|
||||
[SerializeField] private float _regenerateTime;
|
||||
|
||||
private bool _unlocked;
|
||||
private bool _cheated;
|
||||
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();
|
||||
public UnityEvent OnUnlock => _onUnlock;
|
||||
|
||||
public void UpdatePower( float deltaTime, bool cheat, bool grounded)
|
||||
{
|
||||
|
||||
_cheated = cheat;
|
||||
|
||||
bool regenerate = grounded ? _regenerateOnGround : _regenerateInAir;
|
||||
|
@ -34,9 +42,11 @@ public class PlayerPower : ScriptableObject
|
|||
if ( _consumed && regenerate )
|
||||
{
|
||||
_timeSinceConsume += deltaTime;
|
||||
_cooldown = _regenerateTime - timeSinceConsume;
|
||||
|
||||
if ( _timeSinceConsume > _regenerateTime )
|
||||
{
|
||||
|
||||
this.Reset();
|
||||
}
|
||||
}
|
||||
|
@ -52,6 +62,7 @@ public class PlayerPower : ScriptableObject
|
|||
{
|
||||
_consumed = false;
|
||||
_timeSinceConsume = 0f;
|
||||
_cooldown = 0f;
|
||||
}
|
||||
|
||||
public void Unlock()
|
||||
|
|
|
@ -12,6 +12,9 @@ public class PlayerPowers : MonoBehaviour
|
|||
[SerializeField]
|
||||
private bool _cheatBoost;
|
||||
|
||||
[SerializeField]
|
||||
private bool _cheatFreeze;
|
||||
|
||||
[Header( "References" )]
|
||||
[SerializeField]
|
||||
private PlayerPower _blink;
|
||||
|
@ -19,12 +22,17 @@ public class PlayerPowers : MonoBehaviour
|
|||
[SerializeField]
|
||||
private PlayerPower _boost;
|
||||
|
||||
[SerializeField]
|
||||
private PlayerPower _freeze;
|
||||
|
||||
public PlayerPower Blink => _blink;
|
||||
public PlayerPower Boost => _boost;
|
||||
public PlayerPower Freeze => _freeze;
|
||||
|
||||
public void UpdatePowers( float dt, bool grounded )
|
||||
{
|
||||
_blink.UpdatePower( dt, _cheatBlink, grounded );
|
||||
_boost.UpdatePower( dt, _cheatBoost, grounded );
|
||||
_freeze.UpdatePower(dt, _cheatFreeze, grounded);
|
||||
}
|
||||
}
|
|
@ -1,3 +1,4 @@
|
|||
using Ktyl.Util;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
@ -15,6 +16,7 @@ public class FallawayFloor : MonoBehaviour
|
|||
public Material dissolve;
|
||||
|
||||
[SerializeField] private Renderer _renderer;
|
||||
[SerializeField] private SerialFloat objectTimeScale;
|
||||
[SerializeField] private TrapSettings _settings;
|
||||
[SerializeField] private GameObject _graphics;
|
||||
|
||||
|
@ -50,7 +52,27 @@ public class FallawayFloor : MonoBehaviour
|
|||
{
|
||||
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 @@
|
|||
%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);
|
||||
}
|
||||
}
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@ -0,0 +1,11 @@
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@ -44,6 +44,14 @@
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},
|
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{
|
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|
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"type": "Button",
|
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|
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|
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"bindings": [
|
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|
@ -200,6 +208,28 @@
|
|||
"action": "Blink",
|
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"isComposite": false,
|
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"isPartOfComposite": false
|
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},
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{
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"interactions": "",
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"processors": "",
|
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"groups": "Gamepad",
|
||||
"action": "Freeze",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
}
|
||||
]
|
||||
},
|
||||
|
|
|
@ -15,5 +15,6 @@ MonoBehaviour:
|
|||
_jumpBufferTime: 0.1
|
||||
_blinkBufferTime: 0.1
|
||||
_useBufferTime: 0.1
|
||||
_freezeBufferTime: 2
|
||||
_mouseSens: 0.15
|
||||
_joypadSens: 1
|
||||
|
|
|
@ -0,0 +1,18 @@
|
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Loading…
Reference in New Issue