Handle HardObstacle solving by player
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6 changed files with 470 additions and 11 deletions
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|
@ -4,6 +4,7 @@ using UnityEngine;
|
|||
using UnityEngine.AI;
|
||||
|
||||
//Define the behavior of a client
|
||||
[RequireComponent(typeof(SpriteRenderer))]
|
||||
[RequireComponent(typeof(Animator))]
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
|
|
|
@ -7,12 +7,26 @@ using UnityEngine.AI;
|
|||
[RequireComponent(typeof(Animator))]
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
[RequireComponent(typeof(NavMeshObstacle))]
|
||||
public class HardObstacle : MonoBehaviour
|
||||
public class HardObstacle : MonoBehaviour, IUsable
|
||||
{
|
||||
[SerializeField]
|
||||
float lifeTime= -1.0f, waitTime= 30.0f; //Time active/waiting before self-destruct (Negative value to prevent self-destruct)
|
||||
float lifeTimer;
|
||||
|
||||
[SerializeField]
|
||||
UITimer UIStopTimer = null; //Script of the UI display
|
||||
[SerializeField]
|
||||
float stopTime=1.0f; //Time to stop fight by tavernkeeper
|
||||
float stopTimer=0.0f;
|
||||
bool playerInteracting = false; //Wether the player is interacting w/ the workshop
|
||||
float interactionCd = 0.0f; //Time to consider the interaction stopped
|
||||
[SerializeField]
|
||||
float interactionSmoothing = 0.0f; //% of action_cd added to the interaction CD for smooth continued interaction
|
||||
protected float cdTimer = 0.0f;
|
||||
|
||||
SpriteRenderer user_renderer = null; //Sprite renderer of the user (to turn insvisible)
|
||||
|
||||
|
||||
List<Client_controller> angryClients = new List<Client_controller>(); //Clients in the fight
|
||||
|
||||
Collider2D ObsCollider;
|
||||
|
@ -20,11 +34,53 @@ public class HardObstacle : MonoBehaviour
|
|||
// SpriteRenderer ObsRenderer;
|
||||
Animator animator;
|
||||
|
||||
bool gameRunning = true;
|
||||
bool gameRunning = true; //Wehter the game is running (for clean-up purpose)
|
||||
|
||||
//Handle objects interactions w/ obstacle
|
||||
//Return wether the object is taken from tavernkeeper
|
||||
public bool use(GameObject userObject)
|
||||
{
|
||||
//Handle continuous interaction w/ tavernkeeper
|
||||
if(userObject.tag=="Player")
|
||||
{
|
||||
if(stopTimer<stopTime) //Continue to stop fight
|
||||
{
|
||||
Debug.Log(gameObject.name+" still used by "+userObject.name);
|
||||
if(interactionCd<0.01f) //No interaction CD ?
|
||||
{
|
||||
user_renderer = userObject.GetComponent<SpriteRenderer>(); //Renderer for visual effects
|
||||
|
||||
//Reset interaction CD
|
||||
Tavernkeeper_controller player = userObject.GetComponent<Tavernkeeper_controller>();
|
||||
if(player != null)
|
||||
interactionCd=player.action_cd*(1.0f+interactionSmoothing); //=action_cd+ interactionSmoothing(%) action_cd (for smooth continued interaction)
|
||||
else
|
||||
Debug.LogWarning(userObject.name+" cannot have a continuous interaction on "+gameObject.name);
|
||||
}
|
||||
playerInteracting = true; //Set interaction indicator
|
||||
cdTimer = interactionCd; //Reset Interaction CD
|
||||
|
||||
//Visual effect (user disappear)
|
||||
if(user_renderer != null)
|
||||
user_renderer.color=Color.clear;
|
||||
}
|
||||
else //Fight stopped
|
||||
Destroy(gameObject);
|
||||
}
|
||||
return false; //No object taken
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
if(gameObject.layer != LayerMask.NameToLayer("Interactions"))
|
||||
Debug.LogWarning(gameObject.name+" layer should be set to 'Interactions' to work properly");
|
||||
if(gameObject.tag != "Usable")
|
||||
Debug.LogWarning(gameObject.name+" tag should be set to 'Usable' to work properly");
|
||||
if(UIStopTimer is null)
|
||||
Debug.LogWarning(gameObject.name+" doesn't have a UIStopTimer set");
|
||||
|
||||
|
||||
lifeTimer=waitTime; //Start by waiting client
|
||||
|
||||
ObsCollider = GetComponent<Collider2D>();
|
||||
|
@ -39,10 +95,34 @@ public class HardObstacle : MonoBehaviour
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
//Life time update
|
||||
lifeTimer -= Time.deltaTime;
|
||||
if(lifeTimer<0)
|
||||
Destroy(gameObject);
|
||||
|
||||
//Player interactions update
|
||||
if(user_renderer != null && !playerInteracting)
|
||||
user_renderer.color=Color.white; //User reappear if there's one
|
||||
if(playerInteracting)
|
||||
{
|
||||
//Continue stopping fight
|
||||
if(stopTimer<stopTime)
|
||||
stopTimer+=Time.deltaTime;
|
||||
|
||||
//Update interaction CD
|
||||
cdTimer-=Time.deltaTime;
|
||||
if (cdTimer<0)
|
||||
playerInteracting=false; //Reset interaction indicator
|
||||
}
|
||||
else if(stopTimer>0) //Decrease fight stopping jauge if not interacting
|
||||
stopTimer-=Time.deltaTime*0.5f;
|
||||
|
||||
//UI update
|
||||
if(UIStopTimer != null)
|
||||
{
|
||||
UIStopTimer.SetValue(stopTimer/stopTime);
|
||||
UIStopTimer.gameObject.SetActive(stopTimer>0); //Set active if timer>0
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
|
@ -76,12 +156,17 @@ public class HardObstacle : MonoBehaviour
|
|||
void OnDestroy()
|
||||
{
|
||||
if(gameRunning) //Only apply if game is still running
|
||||
{
|
||||
foreach(Client_controller client in angryClients) //Clients return to their previous behavior
|
||||
{
|
||||
client.gameObject.SetActive(true);
|
||||
client.assignToEvent(); //Restore previous behavior
|
||||
}
|
||||
|
||||
if(user_renderer != null) //User reappear if there's one
|
||||
user_renderer.color=Color.white;
|
||||
}
|
||||
|
||||
EventManager.Instance.removeEvent(gameObject);
|
||||
}
|
||||
|
||||
|
|
|
@ -9,12 +9,15 @@ public abstract class Workshop : MonoBehaviour, IUsable
|
|||
{
|
||||
protected GameObject currentMug = null; //Mug currently stocked in workshop
|
||||
|
||||
public float prepTime = 2.0f; //Time for preparation of product
|
||||
[SerializeField]
|
||||
protected float prepTime = 2.0f; //Time for preparation of product
|
||||
protected float prepTimer= 0.0f;
|
||||
public UITimer UIPrepTimer = null; //Script of the UI display
|
||||
[SerializeField]
|
||||
protected UITimer UIPrepTimer = null; //Script of the UI display
|
||||
protected bool playerInteracting = false; //Wether the player is interacting w/ the workshop
|
||||
protected float interactionCd = 0.0f; //Time to consider the interaction stopped
|
||||
public float interactionSmoothing = 0.0f; //% of action_cd added to the interaction CD for smooth continued interaction
|
||||
[SerializeField]
|
||||
protected float interactionSmoothing = 0.0f; //% of action_cd added to the interaction CD for smooth continued interaction
|
||||
protected float cdTimer = 0.0f;
|
||||
|
||||
//Handle objects interactions w/ Workshop
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue