Made game able to be reloaded

This commit is contained in:
2026-01-19 21:04:58 +00:00
parent 6c3e7ca111
commit 59596fead8
6 changed files with 321 additions and 47 deletions

View File

@@ -8,13 +8,15 @@ namespace InterfaceOff.WorldScene
{
private static PlayerController Instance;
private PlayerFrameInfo[] Frames;
[SerializeField] private WindowSpawner ActiveWindowSpawner;
[SerializeField] private LineRenderer BulletTracerRenderer;
[SerializeField] private Transform BulletTracerStart;
[SerializeField] private Transform BulletTracerEnd;
[field: SerializeField] public int FrameIndex { get; private set; }
[SerializeField] private int[] DeathIndices;
private bool PlayerAlive = true;
private float LerpValue;
private void Awake()
@@ -26,34 +28,41 @@ namespace InterfaceOff.WorldScene
private void FixedUpdate()
{
/* Iterates the frame index */
FrameIndex = (FrameIndex + 1) % (Frames.Length - 2);
if (DeathIndices.Contains(FrameIndex))
if (PlayerAlive)
{
Debug.Log("Possible player death");
/* Iterates the frame index */
FrameIndex = (FrameIndex + 1) % (Frames.Length - 2);
if (DeathIndices.Contains(FrameIndex) && ActiveWindowSpawner.SpawnedWindowCount > 20)
{
ActiveWindowSpawner.StartEndSequence();
PlayerAlive = false;
}
}
}
private void Update()
{
/* Updates the position according to the lerp */
LerpValue = (LerpValue + Time.deltaTime * 20f) % 1f;
PlayerFrameInfo frameA = Frames[FrameIndex + 0];
PlayerFrameInfo frameB = Frames[FrameIndex + 1];
transform.position = Vector3.Lerp(frameA.Position, frameB.Position, LerpValue);
Vector2 rotation = Vector2.Lerp(frameA.Rotation, frameB.Rotation, LerpValue);
transform.rotation = Quaternion.Euler(rotation.x, rotation.y, 0);
/* Updates the gun state */
BulletTracerRenderer.positionCount = 2;
BulletTracerRenderer.SetPosition(index: 0, BulletTracerStart.position);
BulletTracerRenderer.SetPosition(index: 1, BulletTracerEnd.position);
if (PlayerAlive)
{
/* Updates the position according to the lerp */
LerpValue = (LerpValue + Time.deltaTime * 20f) % 1f;
BulletTracerRenderer.enabled = Frames[FrameIndex].ShootGun;
PlayerFrameInfo frameA = Frames[FrameIndex + 0];
PlayerFrameInfo frameB = Frames[FrameIndex + 1];
transform.position = Vector3.Lerp(frameA.Position, frameB.Position, LerpValue);
Vector2 rotation = Vector2.Lerp(frameA.Rotation, frameB.Rotation, LerpValue);
transform.rotation = Quaternion.Euler(rotation.x, rotation.y, 0);
/* Updates the gun state */
BulletTracerRenderer.positionCount = 2;
BulletTracerRenderer.SetPosition(index: 0, BulletTracerStart.position);
BulletTracerRenderer.SetPosition(index: 1, BulletTracerEnd.position);
BulletTracerRenderer.enabled = Frames[FrameIndex].ShootGun;
}
}
}
}

View File

@@ -60,7 +60,7 @@ namespace InterfaceOff
/* Default close button closes the window */
public virtual void OnWindowCloseButtonClicked() => DestroyWindow();
protected void DestroyWindow()
public void DestroyWindow()
{
Creator.AlertOfDespawnedWindow();
Destroy(gameObject);

View File

@@ -1,6 +1,7 @@
using System;
using Ext.B83.Unity.Attributes;
using UnityEngine;
using UnityEngine.SceneManagement;
using Random = UnityEngine.Random;
namespace InterfaceOff
@@ -17,7 +18,7 @@ namespace InterfaceOff
{
[field: SerializeField] private GameObject SampleChild { get; set; }
[field: SerializeField] private Canvas GameCanvas { get; set; }
[field: SerializeField] private GameObject DeathInfo { get; set; }
[field: SerializeField] private SpawnableWindowType[] WindowTypes { get; set; }
private int TotalSpawnWeight { get; set; }
@@ -92,6 +93,7 @@ namespace InterfaceOff
private void FixedUpdate()
{
/* Spawns new windows whilst active */
if (AutoSpawn)
{
const int TICKS_PER_SECOND = 20;
@@ -106,17 +108,30 @@ namespace InterfaceOff
SpawnNewRandomWindow();
}
}
/* Else checks if it should reload the scene */
else if (Input.GetKey(KeyCode.Space))
{
int sceneIndex = SceneManager.GetActiveScene().buildIndex;
SceneManager.LoadScene(sceneIndex);
}
}
private void Update()
public void StartEndSequence()
{
if (!AutoSpawn)
/* Destroys all children and stops them from spawning */
AutoSpawn = false;
foreach (Transform child in GameCanvas.transform)
{
if (Input.GetKeyDown(KeyCode.Space))
WindowBase window = child.GetComponent<WindowBase>();
if (DebugUtils.IsNotNull(window))
{
SpawnNewRandomWindow();
window.DestroyWindow();
}
}
/* Makes the death text visible to the player */
DeathInfo.SetActive(true);
}
}
}