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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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