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

View File

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@ -47,6 +47,9 @@ public class PickUpDisplay : MonoBehaviour
[SerializeField] private ArtefactSystem artefacts; [SerializeField] private ArtefactSystem artefacts;
[SerializeField] private ArtefactPreview _preview; [SerializeField] private ArtefactPreview _preview;
[SerializeField]
private Button _continueButton;
[SerializeField] [SerializeField]
private GameEvent _uiOpen; private GameEvent _uiOpen;
@ -60,6 +63,7 @@ public class PickUpDisplay : MonoBehaviour
private void Start() private void Start()
{ {
EventHandler.current.onArtefactUI += PopUpOn; EventHandler.current.onArtefactUI += PopUpOn;
_continueButton.enabled = false;
} }
private IEnumerator AnimateIn() private IEnumerator AnimateIn()
@ -127,6 +131,9 @@ public class PickUpDisplay : MonoBehaviour
yield return null; yield return null;
} }
_continueButton.enabled = true;
_continueButton.Select();
} }
private IEnumerator AnimateOut() private IEnumerator AnimateOut()
@ -134,6 +141,8 @@ public class PickUpDisplay : MonoBehaviour
yield return null; yield return null;
bool isComplete = false; bool isComplete = false;
_continueButton.enabled = false;
foreach ( var fader in _fadeInElements ) foreach ( var fader in _fadeInElements )
{ {
fader.Renderer.alpha = 1f; fader.Renderer.alpha = 1f;

View File

@ -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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