This commit is contained in:
2026-06-08 16:11:54 +02:00
parent 4103f5edc7
commit 72cba96dcb
19 changed files with 2151 additions and 783 deletions

File diff suppressed because one or more lines are too long

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@@ -2,6 +2,8 @@ using TMPro.EditorUtilities;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using static UnityEditor.Experimental.GraphView.GraphView;
public class Player : MonoBehaviour
{
@@ -14,7 +16,7 @@ public class Player : MonoBehaviour
Jumping,
Falling,
Stunned,
Eliminated,
Dead,
Loser,
Winner,
}
@@ -81,8 +83,16 @@ public class Player : MonoBehaviour
{
public CharacterController Controller;
public InputActionAsset InputActions;
public GameObject DiePrefab;
}
/*[System.Serializable]
public class Events
{
public UnityEvent OnLose;
public UnityEvent OnDie;
}*/
[System.Serializable]
public class StateContainer
{
@@ -123,6 +133,7 @@ public class Player : MonoBehaviour
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
//[SerializeField] private Events _events;
[SerializeField, ReadOnly] private StateContainer _state;
public StateContainer State => _state;
@@ -134,6 +145,41 @@ public class Player : MonoBehaviour
private const float MAX_GRAVITY = -50f;
#endregion
#region Public Fields
public void Pause(bool pause = true)
{
_state.IsPaused = pause;
}
public void SetState(PlayerState state)
{
_state.CurrentState = state;
//TriggerStateEvents();
}
public void Lose()
{
if (_state.CurrentState == PlayerState.Loser)
return;
SetState(PlayerState.Loser);
Pause();
}
public void Die()
{
if (_state.CurrentState == PlayerState.Dead)
return;
SetState(PlayerState.Dead);
Instantiate(_references.DiePrefab);
Debug.Log("Player is dead");
}
#endregion
#region Private Fields
// Inputs
private InputAction _moveAction;
@@ -209,6 +255,14 @@ public class Player : MonoBehaviour
SetMovement(t);
SetState();
}
void OnControllerColliderHit(ControllerColliderHit hit)
{
if ((_settings.DeathLayer.value & (1 << hit.gameObject.layer)) != 0)
{
Die();
}
}
#endregion
#region Player Logic
@@ -387,7 +441,16 @@ public class Player : MonoBehaviour
private void SetVelocity(float deltaTime)
{
Vector2 input = _moveAction.ReadValue<Vector2>();
bool allowInput = !_state.IsPaused;
switch (_state.CurrentState)
{
case PlayerState.Loser:
case PlayerState.Dead:
allowInput = false;
break;
}
Vector2 input = allowInput ? _moveAction.ReadValue<Vector2>() : Vector2.zero;
bool run = _runAction.IsPressed();
_state.Running = Mathf.Clamp01(_state.Running + deltaTime * 4 * (run ? 1 : -1));
@@ -473,6 +536,13 @@ public class Player : MonoBehaviour
private void SetState()
{
switch (_state.CurrentState)
{
case PlayerState.Loser:
case PlayerState.Dead:
return;
}
if (State.IsGrounded || State.IsStickedToWall)
{
if (State.HorizontalVelocity.sqrMagnitude > .1f)
@@ -495,6 +565,22 @@ public class Player : MonoBehaviour
State.CurrentState = PlayerState.Falling;
}
}
//TriggerStateEvents();
}
/*private void TriggerStateEvents()
{
switch (_state.CurrentState)
{
case PlayerState.Loser:
_events.OnLose?.Invoke();
break;
case PlayerState.Dead:
_events.OnDie?.Invoke();
break;
}
}*/
#endregion
}

View File

@@ -89,7 +89,7 @@ public class PlayerAnimation : MonoBehaviour
_stateMapper[5] = new PlayerAnimationStateMapper()
{
PlayerState = Player.PlayerState.Eliminated,
PlayerState = Player.PlayerState.Dead,
AnimatorState = "eliminate",
BlockingState = "",
Trigger = "trigger_eliminate",

View File

@@ -112,6 +112,15 @@ public class PlayerCamera : MonoBehaviour
private void SetPosition(float deltaTime)
{
if (PlayerDie.Instance && PlayerDie.Instance.Respawned)
{
Vector3 pos;
Quaternion rot;
PlayerDie.Instance.GetCameraTransformation(out pos, out rot);
transform.SetPositionAndRotation(pos, rot);
return;
}
float t = (1.1f - _settings.FollowSmoothness) * 20 * deltaTime;
_playerPosition = Vector3.Lerp(_playerPosition, _references.Target.position, t);

View File

@@ -0,0 +1,94 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerDie : MonoBehaviour
{
public static PlayerDie Instance { get; private set; }
[System.Serializable]
public class References
{
public GameObject UI;
public Camera Camera;
}
[System.Serializable]
public class Settings
{
public float DelayBeforeRespawn = 3;
}
[SerializeField] private References _references;
[SerializeField] private Settings _settings;
private bool _respawned;
public bool Respawned => _respawned;
private bool _waitForPlayer;
void Awake()
{
Instance = this;
DontDestroyOnLoad(this);
_references.UI.gameObject.SetActive(false);
_references.Camera.gameObject.SetActive(false);
SceneManager.sceneLoaded += OnSceneLoaded;
Invoke("ReloadScene", _settings.DelayBeforeRespawn);
}
void OnDisable()
{
Instance = null;
SceneManager.sceneLoaded -= OnSceneLoaded;
}
void Update()
{
if (_waitForPlayer)
{
if (Player.Instance)
{
_waitForPlayer = false;
ShowUI();
}
}
}
public void Continue()
{
Player.Instance.SetState(Player.PlayerState.Idle);
Player.Instance.Pause(false);
Destroy(gameObject);
}
public void GetCameraTransformation(out Vector3 position, out Quaternion rotation)
{
position = _references.Camera.transform.position;
rotation = _references.Camera.transform.rotation;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
_waitForPlayer = true;
}
private void ReloadScene()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
private void ShowUI()
{
Player.Instance.Pause();
Player.Instance.SetState(Player.PlayerState.Loser);
transform.position = Player.Instance.transform.position;
_references.UI.gameObject.SetActive(true);
_respawned = true;
}
}

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