Checkpoint

This commit is contained in:
2026-03-19 21:34:27 +01:00
parent 5b8fecd593
commit 532ede9714
9 changed files with 531 additions and 19 deletions

View File

@@ -1,6 +1,7 @@
using UnityEngine;
using UnityEngine.InputSystem;
using System;
using UnityEngine.Events;
/// <summary>
/// Player controller.
@@ -95,8 +96,8 @@ public class Player : MonoBehaviour
[Tooltip("Current health points")]
public int CurrentHealth;
[Tooltip("Checkpoint for respawn")]
public Checkpoint Checkpoint;
[Tooltip("Event on definitive die")]
public UnityEvent OnDie;
}
[SerializeField] private Settings _settings;
@@ -203,6 +204,8 @@ public class Player : MonoBehaviour
_groundCheckRayOffset = cc.center + Vector3.up * (-cc.height * .5f - cc.skinWidth + _settings.GroundTolerance);
_groundCheckSphereOffset = cc.center + Vector3.up * (-cc.height * .5f + cc.radius - cc.skinWidth - _settings.GroundTolerance);
_groundCheckRadius = cc.radius;
_health.CurrentHealth = _health.MaxHealth;
}
void OnEnable()
@@ -297,16 +300,7 @@ public class Player : MonoBehaviour
_state.CurrentState = PlayerState.Stunned;
if (duration > 0)
Invoke(nameof(RecoverFromStun), duration);
}
/// <summary>
/// Recover from stun.
/// </summary>
public void RecoverFromStun()
{
if (_state.CurrentState == PlayerState.Stunned)
_state.CurrentState = PlayerState.Idle;
Invoke(nameof(Recover), duration);
}
/// <summary>
@@ -319,6 +313,43 @@ public class Player : MonoBehaviour
_state.Velocity = _impulseForce = _persistentForce = _platformVelocity = Vector3.zero;
_state.Ground = null;
_state.CurrentState = PlayerState.Eliminated;
Invoke(nameof(GoToCheckpoint), 2);
}
/// <summary>
/// Recover from stun.
/// </summary>
public void GoToCheckpoint()
{
if (Checkpoint.Active && _health.CurrentHealth > 0)
{
_health.CurrentHealth--;
transform.position = Checkpoint.Active.transform.position;
Debug.Log("Go to last checkpoint");
Recover();
}
else
{
Debug.Log("Player is dead");
_health.OnDie.Invoke();
}
}
/// <summary>
/// Recover from stun.
/// </summary>
public void Recover()
{
if (_state.CurrentState == PlayerState.Stunned ||
_state.CurrentState == PlayerState.Eliminated)
_state.CurrentState = PlayerState.Idle;
_references.Controller.enabled = true;
}
/// <summary>