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