Refactoring of status system to prevent bug w/ events

This commit is contained in:
Antoine H 2021-01-27 15:31:18 +01:00
parent fd8306645b
commit e89483d612
13 changed files with 487 additions and 113 deletions

View file

@ -10,7 +10,7 @@ using UnityEngine.AI;
public class HardObstacle : MonoBehaviour
{
[SerializeField]
float lifeTime = -1.0f; //Time before self-destruct (Negative value to prevent self-destruct)
float lifeTime= -1.0f, waitTime= 30.0f; //Time active/waiting before self-destruct (Negative value to prevent self-destruct)
float lifeTimer;
List<Client_controller> angryClients = new List<Client_controller>(); //Clients in the fight
@ -25,7 +25,7 @@ public class HardObstacle : MonoBehaviour
// Start is called before the first frame update
void Start()
{
lifeTimer=lifeTime;
lifeTimer=waitTime; //Start by waiting client
ObsCollider = GetComponent<Collider2D>();
@ -39,14 +39,10 @@ public class HardObstacle : MonoBehaviour
// Update is called once per frame
void Update()
{
if(animator.GetBool("active fight") && lifeTimer>0)
{
lifeTimer -= Time.deltaTime;
if(lifeTimer<0)
{
Destroy(gameObject);
}
}
lifeTimer -= Time.deltaTime;
if(lifeTimer<0)
Destroy(gameObject);
}
void OnTriggerEnter2D(Collider2D other)
@ -54,21 +50,25 @@ public class HardObstacle : MonoBehaviour
Client_controller newClient = other.GetComponent<Client_controller>();
if(newClient!=null && !angryClients.Contains(newClient))
{
angryClients.RemoveAll(item => item == null); //In case clients have been destroyed before event start, remove them
if(newClient.status!="event") //Make sure to set right status
newClient.assignToEvent(gameObject.transform.position);
angryClients.Add(newClient);
// Debug.Log("New fighting client. Current nb : "+angryClients.Count);
if(angryClients.Count>1)//Start fight
{
foreach(Client_controller client in angryClients) //Turn off client (to merge for a fight)
client.gameObject.SetActive(false);
client.gameObject.SetActive(false);
animator.SetBool("active fight", true);
//Block movement
Obstacle.enabled=true;
ObsCollider.isTrigger=false; //Trigger becoming solid
lifeTimer=lifeTime; //Time before end of the fight
}
}
}
@ -82,7 +82,7 @@ public class HardObstacle : MonoBehaviour
client.assignToEvent(); //Restore previous behavior
}
EventManager.Instance.destroyEvent(gameObject);
EventManager.Instance.removeEvent(gameObject);
}
void OnApplicationQuit()

View file

@ -62,6 +62,6 @@ public class SoftObstacle : MonoBehaviour
void OnDestroy()
{
EventManager.Instance.destroyEvent(gameObject);
EventManager.Instance.removeEvent(gameObject);
}
}