Merge branch 'main' into 95-freeze-sequence

This commit is contained in:
Cat Flynn 2021-04-16 14:18:35 +01:00
commit e75681c0b3
7 changed files with 158 additions and 31 deletions

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@ -47,6 +47,9 @@ public class PickUpDisplay : MonoBehaviour
[SerializeField] private ArtefactSystem artefacts;
[SerializeField] private ArtefactPreview _preview;
[SerializeField]
private Button _continueButton;
[SerializeField]
private GameEvent _uiOpen;
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private void Start()
{
EventHandler.current.onArtefactUI += PopUpOn;
_continueButton.enabled = false;
}
private IEnumerator AnimateIn()
@ -127,12 +131,17 @@ public class PickUpDisplay : MonoBehaviour
yield return null;
}
_continueButton.enabled = true;
_continueButton.Select();
}
private IEnumerator AnimateOut()
{
yield return null;
bool isComplete = false;
_continueButton.enabled = false;
foreach ( var fader in _fadeInElements )
{

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@ -0,0 +1,31 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Cinemachine;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(CinemachineFreeLook))]
public class TargetRecentering : MonoBehaviour
{
[SerializeField] [Range(0, 1)] private float _inputMagnitude = 0.1f;
[SerializeField] private InputActionReference _moveInput;
private CinemachineFreeLook _freeLook;
private void Start()
{
_freeLook = GetComponent<CinemachineFreeLook>();
}
private void Update()
{
// if there is any horizontal movement input...
var input = _moveInput.action.ReadValue<Vector2>();
var result = Mathf.Abs(input.x) > Mathf.Abs(input.y) && input.magnitude > _inputMagnitude;
// ...enable target recentering in order to turn the camera with the player
_freeLook.m_RecenterToTargetHeading.m_enabled = result;
}
}

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