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Animator characterAnimator; + Animator characterAnimator; #region Inspector Fields @@ -27,6 +27,9 @@ public class Character : MonoBehaviour [Tooltip("Character to display")] private string CharacterModel = "Bear"; + [SerializeField] + private TMPro.TextMeshPro BlockTitlePrefab; + #endregion Inspector Fields #region Read Only @@ -38,7 +41,7 @@ public class Character : MonoBehaviour private void Start() { if (Inventory != null && CloneInventoryOnStart) - Inventory = Inventory.Clone(Inventory); + Inventory = Inventory.Clone(Inventory); //If no starting block find one below it if (_currentBlock == null) @@ -54,74 +57,87 @@ public class Character : MonoBehaviour characterAnimator = GetComponentInChildren(); } - + #endregion Unity Functions #region Class Implementation - public void Initialise(Block startingBlock, Inventory inventory, string Character) { + public void Initialise(Block startingBlock, Inventory inventory, string Character) + { _currentBlock = startingBlock; Inventory = inventory; CharacterModel = Character; } + public void DisplayBlock(LogicBlock block) + { + if (BlockTitlePrefab == null) + return; + + TMPro.TextMeshPro temp = Instantiate(BlockTitlePrefab.gameObject).GetComponent(); + temp.text = block.DisplayName; + temp.color = block.Color; + + temp.transform.position = transform.position + (Vector3.one * 0.25f); + temp.transform.rotation = Quaternion.LookRotation(temp.transform.position - Camera.main.transform.position); + } public Vector3 yValue(float time, float heightMultiplier) { - float y = Mathf.Sin((Mathf.PI*time)) * heightMultiplier; + float y = Mathf.Sin((Mathf.PI * time)) * heightMultiplier; return new Vector3(0, y, 0); } - IEnumerator JumpCoroutine(Block Target, Transform Current, float time, float heightMax) - { - float elapsedTime = 0; - Vector3 startPosition = Current.position; - time *= 0.8f; + IEnumerator JumpCoroutine(Block Target, Transform Current, float time, float heightMax) + { + float elapsedTime = 0; + Vector3 startPosition = Current.position; + time *= 0.8f; characterAnimator.Play("Jump Inplace"); yield return new WaitForSeconds(0.15f); while (elapsedTime < time) - { + { transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time)); - transform.position += yValue((elapsedTime / time), heightMax); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - transform.position = Target.VisualPosition; - } + transform.position += yValue((elapsedTime / time), heightMax); + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + } + transform.position = Target.VisualPosition; + } IEnumerator MoveCoroutine(Block Target, Transform Current, float time, float heightMax) { float elapsedTime = 0; Vector3 startPosition = Current.position; time *= 0.8f; - characterAnimator.Play("Walk"); - yield return new WaitForSeconds(0.05f); + characterAnimator.Play("Walk"); + yield return new WaitForSeconds(0.05f); while (elapsedTime < time) { - + transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time)); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; } transform.position = Target.VisualPosition; } - IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax) - { - float elapsedTime = 0; - Vector3 startPosition = Current.position; - time *= 0.8f; - characterAnimator.Play("Walk"); - while (elapsedTime < time) - { - transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time)); - transform.position += yValue((elapsedTime / time), heightMax); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - transform.position = Target.VisualPosition; - } + IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax) + { + float elapsedTime = 0; + Vector3 startPosition = Current.position; + time *= 0.8f; + characterAnimator.Play("Walk"); + while (elapsedTime < time) + { + transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time)); + transform.position += yValue((elapsedTime / time), heightMax); + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + } + transform.position = Target.VisualPosition; + } IEnumerator rotateCoroutine(Direction direction, Transform Current, float time, float heightMax) { @@ -132,7 +148,7 @@ public class Character : MonoBehaviour Vector3 startPosition = transform.position; while (elapsedTime < time) { - characterAnimator.Play("Jump"); + characterAnimator.Play("Jump"); transform.forward = Vector3.Slerp(startDirection, endDirection, (elapsedTime / time)); yield return new WaitForEndOfFrame(); elapsedTime += Time.deltaTime; @@ -147,7 +163,7 @@ public class Character : MonoBehaviour /// direction to walk /// Technically is same as JumpLong(1) but kept seperate to avoid confusion public void Move(Direction direction, float speed) - { + { //setting up variables Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted Block hit; //output of block detection @@ -159,16 +175,19 @@ public class Character : MonoBehaviour //If block at Position is walkable set it to moveTo - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)){ + if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) + { moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(MoveCoroutine(_currentBlock, transform, speed, 0.3f)); } + _currentBlock = moveTo; + StartCoroutine(MoveCoroutine(_currentBlock, transform, speed, 0.3f)); + } //else if block down one is walkable - else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)){ + else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) + { moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(MoveDownCoroutine(_currentBlock, transform, speed, 0.3f)); - } + _currentBlock = moveTo; + StartCoroutine(MoveDownCoroutine(_currentBlock, transform, speed, 0.3f)); + } //set current block && move //CurrentBlock = moveTo; //StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.3f)); @@ -176,10 +195,10 @@ public class Character : MonoBehaviour } /// - /// Upon collision with a floating block, collect its - /// Upon collision with the end portal, end of level - /// - /// name of collided object + /// Upon collision with a floating block, collect its + /// Upon collision with the end portal, end of level + /// + /// name of collided object void OnTriggerEnter(Collider other) { Collectable collectable = other.GetComponentInChildren(); @@ -188,11 +207,12 @@ public class Character : MonoBehaviour { collectable.OnCollect(this); } - if (other.gameObject.name == "collect_sphere"){ - other.gameObject.SetActive(false); - //player.collected +=1; + if (other.gameObject.name == "collect_sphere") + { + other.gameObject.SetActive(false); + //player.collected +=1; - } + } if (other.gameObject.name == "End Portal") { other.GetComponent().enabled = false; @@ -249,10 +269,10 @@ public class Character : MonoBehaviour if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) moveTo = hit; } - + //set current block && move _currentBlock = moveTo; - StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f)); + StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f)); //transform.position = CurrentBlock.VisualPosition; } @@ -287,10 +307,10 @@ public class Character : MonoBehaviour moveTo = hit; }//end for - + //Set Current Block and move _currentBlock = moveTo; - StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f)); + StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f)); //transform.position = CurrentBlock.VisualPosition; } diff --git a/Assets/Scripts/Logic/Blocks/LogicBlock.cs b/Assets/Scripts/Logic/Blocks/LogicBlock.cs index e7c9133..895cbc6 100644 --- a/Assets/Scripts/Logic/Blocks/LogicBlock.cs +++ b/Assets/Scripts/Logic/Blocks/LogicBlock.cs @@ -57,6 +57,8 @@ public abstract class LogicBlock : ScriptableObject RepeatCount++; BlockLogic(player, animationTime); + player.DisplayBlock(this); + return isFinished(); } diff --git a/Assets/Scripts/UI/MoveAndFade.cs b/Assets/Scripts/UI/MoveAndFade.cs new file mode 100644 index 0000000..9da3da7 --- /dev/null +++ b/Assets/Scripts/UI/MoveAndFade.cs @@ -0,0 +1,58 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using TMPro; + +[RequireComponent(typeof(TextMeshPro))] +public class MoveAndFade : MonoBehaviour +{ + + [SerializeField] + private float AnimationTime; + + [SerializeField] + [Tooltip("End point in local position")] + private Vector3 EndPoint; + + [SerializeField] + private AnimationCurve FadeCurve; + + + private TextMeshPro text; + + + private void Start() + { + text = GetComponent(); + StartCoroutine(FadeAndMove()); + } + + private IEnumerator FadeAndMove() + { + + Vector3 startPoint = transform.position; + Vector3 endPoint = transform.position + EndPoint; + float startAlpha = text.color.a; + + float elapsedTime = 0; + + while(elapsedTime < AnimationTime) + { + + float ratio = elapsedTime / AnimationTime; + + float fadeValue = Mathf.Lerp(startAlpha,0.0f, FadeCurve.Evaluate(ratio)); + text.color = new Color(text.color.r, text.color.g, text.color.b, fadeValue); + + transform.position = Vector3.Lerp(startPoint, endPoint, ratio); + + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + + + + } + + Destroy(gameObject); + } +} diff --git a/Assets/Scripts/UI/MoveAndFade.cs.meta b/Assets/Scripts/UI/MoveAndFade.cs.meta new file mode 100644 index 0000000..6efd702 --- /dev/null +++ b/Assets/Scripts/UI/MoveAndFade.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 013a627e0fe2ce64081883ad85e9fec2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - 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