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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using Variables; | |||
public class CharacterReset : MonoBehaviour, IResettable | |||
{ | |||
[SerializeField, Header("References")] | |||
Reference<bool> m_isPlayerDead; | |||
private Vector3 m_startPosition; | |||
private Quaternion m_startRotation; | |||
public void OnLevelLoad() | |||
{ | |||
m_startPosition = transform.position; | |||
m_startRotation = transform.rotation; | |||
} | |||
public void OnResetEnd() | |||
{ | |||
} | |||
public IEnumerator OnResetStart(float time) | |||
{ | |||
transform.position = m_startPosition; | |||
transform.rotation = m_startRotation; | |||
m_isPlayerDead.Value = false; | |||
yield break; | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public interface IResettable | |||
{ | |||
public void OnLevelLoad(); | |||
public IEnumerator OnResetStart(float time); | |||
public void OnResetEnd(); | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using Variables; | |||
public class KillPlayer : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private Reference<bool> m_isDead; | |||
private void OnTriggerEnter2D(Collider2D collision) | |||
{ | |||
if (collision.CompareTag("Player")) | |||
m_isDead.Value = true; | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using System.Linq; | |||
using UnityEngine; | |||
using NaughtyAttributes; | |||
using Variables; | |||
public class LevelManager : MonoBehaviour | |||
{ | |||
[SerializeField, Header("References")] | |||
Reference<bool> m_isPlayerDead; | |||
[SerializeField] | |||
Reference<bool> m_freezePlayer; | |||
[SerializeField] | |||
Reference<bool> m_isVictory; | |||
[SerializeField] | |||
Reference<float> m_timer; | |||
[SerializeField, BoxGroup("Level Settings")] | |||
private string m_levelName = "Level 1"; | |||
[SerializeField, BoxGroup("Level Settings")] | |||
private float m_timeInLevel = 10; | |||
[SerializeField] | |||
private float m_resetTime = 1; | |||
[SerializeField] | |||
private string m_nextSceneToLoad = "Level 2"; | |||
private IResettable[] m_allResetable; | |||
private void Start() | |||
{ | |||
m_allResetable = FindObjectsOfType<MonoBehaviour>().OfType<IResettable>().ToArray(); | |||
m_timer.Value = m_timeInLevel; | |||
foreach (IResettable resettable in m_allResetable) | |||
{ | |||
resettable.OnLevelLoad(); | |||
} | |||
} | |||
private void Update() | |||
{ | |||
if (!m_freezePlayer) | |||
m_timer.Value -= Time.deltaTime; | |||
} | |||
private void OnEnable() | |||
{ | |||
m_isPlayerDead.OnValueChanged += OnPlayerDeadChange; | |||
m_isVictory.OnValueChanged += OnPlayerVictoryChange; | |||
} | |||
private void OnDisable() | |||
{ | |||
m_isPlayerDead.OnValueChanged -= OnPlayerDeadChange; | |||
m_isVictory.OnValueChanged -= OnPlayerVictoryChange; | |||
} | |||
private IEnumerator DeathRoutine() | |||
{ | |||
m_freezePlayer.Value = true; | |||
m_timer.Value = m_timeInLevel; | |||
foreach (IResettable resettable in m_allResetable) | |||
StartCoroutine(resettable.OnResetStart(m_resetTime)); | |||
yield return new WaitForSeconds(m_resetTime); | |||
foreach (IResettable resettable in m_allResetable) | |||
resettable.OnResetEnd(); | |||
m_freezePlayer.Value = false; | |||
} | |||
private void OnPlayerDeadChange(bool value) | |||
{ | |||
if (value) | |||
{ | |||
StartCoroutine(DeathRoutine()); | |||
} | |||
} | |||
private void OnPlayerVictoryChange(bool value) | |||
{ | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using Variables; | |||
public class SneakyTextController : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private Reference<float> m_lightLevel; | |||
[SerializeField] | |||
private Reference<bool> m_freezePlayer; | |||
[SerializeField] | |||
private float m_time = 10; | |||
[SerializeField] | |||
private TMPro.TextMeshProUGUI m_text; | |||
private bool m_hasTriggered = false; | |||
private void OnEnable() | |||
{ | |||
m_lightLevel.OnValueChanged += OnLightChange; | |||
} | |||
private void OnDisable() | |||
{ | |||
m_lightLevel.OnValueChanged -= OnLightChange; | |||
} | |||
private void Start() | |||
{ | |||
m_text.gameObject.SetActive(false); | |||
} | |||
private void OnLightChange(float value) | |||
{ | |||
Color color = m_text.color; | |||
color.a = 1 - m_lightLevel; | |||
m_text.color = color; | |||
if (!m_hasTriggered && !m_freezePlayer) | |||
{ | |||
m_hasTriggered = true; | |||
StartCoroutine(Timer( m_time)); | |||
} | |||
} | |||
private IEnumerator Timer(float time) | |||
{ | |||
Debug.Log("here"); | |||
m_text.gameObject.SetActive(true); | |||
yield return new WaitForSeconds(time); | |||
m_text.gameObject.SetActive(false); | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using TMPro; | |||
using Variables; | |||
public class TimerController : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private Reference<float> m_time; | |||
private Color m_defaultColor; | |||
private void OnEnable() | |||
{ | |||
m_time.OnValueChanged += OnTimeChange; | |||
} | |||
private void OnDisable() | |||
{ | |||
m_time.OnValueChanged -= OnTimeChange; | |||
} | |||
private void OnTimeChange(float value) | |||
{ | |||
} | |||
} |
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