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Merge branch 'main' into jeff

# Conflicts:
#	Assets/Scenes/Level 2.unity
jeff
Jeff 2 years ago
parent
commit
5fbd8247aa
78 changed files with 1777 additions and 109 deletions
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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)
{
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transform.rotation = m_startRotation;
m_isPlayerDead.Value = false;
yield break;
}
}

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+ 13
- 9
Assets/Scripts/DarknessController.cs View File

@ -10,6 +10,9 @@ public class DarknessController : MonoBehaviour
[SerializeField, Header("References")]
private Material m_darknessMat;
[SerializeField]
private Reference<float> m_lightLevel;
[SerializeField]
private Reference<bool> m_isInputDown;
@ -23,8 +26,7 @@ public class DarknessController : MonoBehaviour
private AnimationCurve m_lightCurve = AnimationCurve.Linear(0,0,1,1);
[ShowNonSerializedField]
private float m_currentDarknessLevel = 1;
[ShowNonSerializedField]
private bool m_isDarknessChanging;
@ -32,13 +34,15 @@ public class DarknessController : MonoBehaviour
private void OnEnable()
{
m_isInputDown.OnValueChanged += OnInputChange;
m_darknessMat.SetFloat("_Apply",1);
m_darknessMat.SetFloat("_Apply", 1);
m_lightLevel.Value = 1;
}
private void OnDisable()
{
m_isInputDown.OnValueChanged -= OnInputChange;
m_darknessMat.SetFloat("_Apply", 1);
m_lightLevel.Value = 1;
}
@ -69,24 +73,24 @@ public class DarknessController : MonoBehaviour
private IEnumerator ChangeDarkness(float end, float time, AnimationCurve curve)
{
float start = m_currentDarknessLevel;
float start = m_lightLevel;
float elapsedTime = 0;
time = Mathf.InverseLerp(end, start, m_currentDarknessLevel) * time;
time = Mathf.InverseLerp(end, start, m_lightLevel) * time;
m_isDarknessChanging = true;
while(elapsedTime < time)
{
m_currentDarknessLevel = Mathf.Lerp(start, end, curve.Evaluate(elapsedTime / time));
m_darknessMat.SetFloat("_Apply", m_currentDarknessLevel);
m_lightLevel.Value = Mathf.Lerp(start, end, curve.Evaluate(elapsedTime / time));
m_darknessMat.SetFloat("_Apply", m_lightLevel);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
m_isDarknessChanging = false;
m_currentDarknessLevel = end;
m_darknessMat.SetFloat("_Apply", m_currentDarknessLevel);
m_lightLevel.Value = end;
m_darknessMat.SetFloat("_Apply", m_lightLevel);
}

+ 14
- 0
Assets/Scripts/IResettable.cs View File

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IResettable
{
public void OnLevelLoad();
public IEnumerator OnResetStart(float time);
public void OnResetEnd();
}

+ 11
- 0
Assets/Scripts/IResettable.cs.meta View File

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+ 19
- 0
Assets/Scripts/KillPlayer.cs View File

@ -0,0 +1,19 @@
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;
}
}

+ 11
- 0
Assets/Scripts/KillPlayer.cs.meta View File

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+ 113
- 0
Assets/Scripts/LevelManager.cs View File

@ -0,0 +1,113 @@
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)
{
}
}

+ 11
- 0
Assets/Scripts/LevelManager.cs.meta View File

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+ 62
- 0
Assets/Scripts/SneakyTextController.cs View File

@ -0,0 +1,62 @@
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);
}
}

+ 11
- 0
Assets/Scripts/SneakyTextController.cs.meta View File

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+ 14
- 2
Assets/Scripts/TextController.cs View File

@ -5,7 +5,7 @@ using UnityEngine.UI;
using TMPro;
using NaughtyAttributes;
public class TextController : MonoBehaviour
public class TextController : MonoBehaviour, IResettable
{
[SerializeField]
@ -139,10 +139,22 @@ public class TextController : MonoBehaviour
m_goText.gameObject.SetActive(false);
}
public void OnLevelLoad()
{
}
public IEnumerator OnResetStart(float time)
{
yield return new WaitForSeconds(time - gotime);
m_goText.gameObject.SetActive(true);
yield return new WaitForSeconds(gotime);
m_goText.gameObject.SetActive(false);
}
public void OnResetEnd()
{
}
}

+ 34
- 0
Assets/Scripts/TimerController.cs View File

@ -0,0 +1,34 @@
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)
{
}
}

+ 11
- 0
Assets/Scripts/TimerController.cs.meta View File

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Assets/Variables/Runtime/LightAmount.asset (Stored with Git LFS) View File

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Assets/Variables/Runtime/isNoInput.asset.meta → Assets/Variables/Runtime/freezePlayer.asset.meta View File


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