Player Death Update

- Players can now die (finally)
- Solo players have a single cheat death per scene (reviving automatically after the first death)
- group players have revive mechanic, where a player faints when his health gets to 0, creating a revive circle around him, other players can stand on it to revive him. if after x seconds they don't get revived they bleed out and stay perma death until scene changes or all players die
- Multiple VFX added using post processing for cheat death, fainting, reviving, and perma death events.
- stopped players from moving and pressing keys when dead
- enemies now change target if they try to attack a dead/fainted target.
This commit is contained in:
Pedro Gomes 2024-07-20 19:49:14 +01:00
parent f419e70f98
commit 2773ef7d6e
61 changed files with 7437 additions and 292 deletions

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@ -19,8 +19,8 @@ public abstract class BaseDamageOverTimeEffectInstance : StatusEffectInstance
base.Awake();
if (owner.IsMine)
{
OnEffectStackAddedEvent.AddListener(() => owner.RPC(nameof(RPC_EffectApplied), RpcTarget.Others));
OnEffectEnded.AddListener(() => owner.RPC(nameof(RPC_EffectEnded), RpcTarget.Others));
OnEffectStackAddedEvent.AddListener(() => owner.RPC(nameof(RPC_EffectApplied) + DamageType.ToString(), RpcTarget.Others));
OnEffectEnded.AddListener(() => owner.RPC(nameof(RPC_EffectEnded) + DamageType.ToString(), RpcTarget.Others));
}
}

View File

@ -9,4 +9,16 @@ public class BleedEffectInstance : BaseDamageOverTimeEffectInstance
{
ApplyEffect(StatusEffectIndexer.Instance.StatusEffects[effectIndex], value);
}
[PunRPC]
public void RPC_EffectAppliedBleed()
{
OnEffectStackAddedEvent.Invoke();
}
[PunRPC]
public void RPC_EffectEndedBleed()
{
OnEffectEnded.Invoke();
}
}

View File

@ -9,4 +9,16 @@ public class BurnEffectInstance : BaseDamageOverTimeEffectInstance
{
ApplyEffect(StatusEffectIndexer.Instance.StatusEffects[effectIndex], value);
}
[PunRPC]
public void RPC_EffectAppliedBurn()
{
OnEffectStackAddedEvent.Invoke();
}
[PunRPC]
public void RPC_EffectEndedBurn()
{
OnEffectEnded.Invoke();
}
}

View File

@ -9,4 +9,16 @@ public class PoisonEffectInstance : BaseDamageOverTimeEffectInstance
{
ApplyEffect(StatusEffectIndexer.Instance.StatusEffects[effectIndex], value);
}
[PunRPC]
public void RPC_EffectAppliedPoison()
{
OnEffectStackAddedEvent.Invoke();
}
[PunRPC]
public void RPC_EffectEndedPoison()
{
OnEffectEnded.Invoke();
}
}

View File

@ -85,6 +85,26 @@ public class CharacterAnimatorController : MonoBehaviour
}
}
public void OnDeath()
{
SetDeadTrigger();
parentController.SetRemoteDead();
}
public void OnRevived()
{
SetRevivedTrigger();
parentController.SetRemoteRevived();
}
public void SetDeadTrigger()
{
anim.SetTrigger("dead");
}
public void SetRevivedTrigger()
{
anim.SetTrigger("revived");
}
public void OnAnimationEvent()
{
if (!photonView.IsMine) return;

View File

@ -16,6 +16,27 @@ public class CharacterAnimatorParent : MonoBehaviour
castingStateController = GetComponentInChildren<CastingStateController>();
}
public void SetRemoteDead()
{
photonView.RPC(nameof(RPC_SetDeadTrigger), RpcTarget.Others);
}
[PunRPC]
private void RPC_SetDeadTrigger()
{
animatorController.SetDeadTrigger();
}
public void SetRemoteRevived()
{
photonView.RPC(nameof(RPC_SetRevivedTrigger), RpcTarget.Others);
}
[PunRPC]
private void RPC_SetRevivedTrigger()
{
animatorController.SetRevivedTrigger();
}
public void SetRemoteTriggerBasedOnAbility(int animationType)
{

View File

@ -39,6 +39,15 @@ public static class GameConstants
{
public static int StatPointsPerLevel = 1;
public static float SoloCheatDeathHealthPercent = 0.5f;
public static float SoloCheatDeathInvulnerabilityDuration = 3f;
public static float GroupBleedOutDuration = 30f;
public static float ReviveTriggerRadius = 3f;
public static float ReviveSpeed = 1f;
public static float ReviveTime = 5f;
public static float ReviveHealthPercent = 0.5f;
}
public static class GameBalancing
{
@ -58,6 +67,8 @@ public static class GameConstants
public static float BossTargetLockInPhaseDuration = 6f;
public static float BossSearchForNewTargetLockInDuration = 6f;
public static float PermaDeathInfoTime = 2f;
}

View File

@ -18,9 +18,20 @@ public class Health : Resource
[HideInInspector]
public PhotonView photonView;
protected bool invulnerable = false;
public bool Invulnerable => invulnerable;
float incomingValue;
float percentMitigation;
float absorbResult;
private bool isDead;
public UnityEvent<bool> OnInvulnerabilityStateChanged = new UnityEvent<bool>();
public void SetIsDeadState(bool isDead)
{
this.isDead = isDead;
canRegen = !isDead;
}
protected virtual void Awake()
{
@ -43,12 +54,25 @@ public class Health : Resource
base.Start();
}
public void SetInvulnerabilityState(bool isInvulnerable)
{
if (!photonView.IsMine) return;
photonView.RPC(nameof(RPC_SetInvulnerabilityState), RpcTarget.All, isInvulnerable);
}
[PunRPC]
public void RPC_SetInvulnerabilityState(bool isInvulnerable)
{
invulnerable = isInvulnerable;
OnInvulnerabilityStateChanged.Invoke(invulnerable);
}
protected void HandleDamageIncomeModifierEffects()
{
if (incomingValue < 0)
{
percentMitigation = 0;
if (damageIncomeModifierEffectInstance.IsActive)
{
@ -84,8 +108,13 @@ public class Health : Resource
{
if (!photonView.IsMine) return;
//Debug.Log("Value to change: " + value);
if (isDead) return;
incomingValue = value;
if (invulnerable && incomingValue < 0) return;
HandleDamageIncomeModifierEffects();
HandleAbsorbEffects();
@ -104,6 +133,8 @@ public class Health : Resource
public bool EnoughHealth(float cost)
{
if (invulnerable) return true;
return cost <= currentValue;
}

View File

@ -14,6 +14,11 @@ public class Mana : Resource
[HideInInspector]
public PhotonView photonView;
private bool noCost = false;
public bool NoCost => noCost;
public UnityEvent<bool> OnNoManaCostStateChanged = new UnityEvent<bool>();
private void Awake()
{
character = GetComponent<CharacterStats>();
@ -32,10 +37,26 @@ public class Mana : Resource
base.Start();
}
public void SetNoCostState(bool noManaCost)
{
if (!photonView.IsMine) return;
photonView.RPC(nameof(RPC_SetNoCostState), RpcTarget.All, noManaCost);
}
[PunRPC]
public void RPC_SetNoCostState(bool noManaCost)
{
noCost = noManaCost;
OnNoManaCostStateChanged.Invoke(noCost);
}
public override void ChangeValue(float value)
{
if (!photonView.IsMine) return;
if (noCost && value < 0) return;
currentValue += value;
currentValue = Mathf.Clamp(currentValue, 0, maxValue);
@ -59,6 +80,8 @@ public class Mana : Resource
public bool EnoughMana(float cost)
{
if (noCost) return true;
return cost <= currentValue;
}

View File

@ -97,6 +97,13 @@ public class BasicEnemyNPCController : NPCControllerBase
{
if (waitingForAttackAnimation) return;
possibleTargetHealth = currentTarget.GetComponent<Health>();
if (possibleTargetHealth.GetCurrentValue() <= 0)
{
UpdateCurrentTarget(GetClosestTarget());
return;
}
ability = abilityPriorityManager.GetHighestPriorityAvailableAbility();

View File

@ -54,6 +54,8 @@ public class NPCControllerBase : MonoBehaviour
protected bool waitingForAttackAnimation = false;
protected Health possibleTargetHealth;
public UnityEvent onPossibleTargetEnteredSight = new UnityEvent();
public UnityEvent onPossibleTargetExitedSight = new UnityEvent();
@ -162,6 +164,9 @@ public class NPCControllerBase : MonoBehaviour
Debug.Log("CLOSEST COUNT: " + possibleTargets.Count);
for (int i = 0; i < possibleTargets.Count; i++)
{
possibleTargetHealth = possibleTargets[i].GetComponent<Health>();
if (possibleTargetHealth.GetCurrentValue() <= 0) continue;
distance = Vector3.Distance(possibleTargets[i].transform.position, agent.transform.position);
if (distance < targetDistance)
{
@ -179,6 +184,9 @@ public class NPCControllerBase : MonoBehaviour
for (int i = 0; i < possibleTargets.Count; i++)
{
possibleTargetHealth = possibleTargets[i].GetComponent<Health>();
if (possibleTargetHealth.GetCurrentValue() <= 0) continue;
distance = Vector3.Distance(possibleTargets[i].transform.position, agent.transform.position);
if (distance > targetDistance)
{

View File

@ -6,6 +6,11 @@ using UnityEngine;
public class AbilityKeyBinder : MonoBehaviour
{
[Header("Listeners:")]
[SerializeField] private GameEventListener onLocalPlayerFainted;
[SerializeField] private GameEventListener onLocalPlayerPermaDeath;
[SerializeField] private GameEventListener onLocalPlayerRevived;
[Space]
[SerializeField] private BaseAbility ability;
[SerializeField] private GameKey key;
[SerializeField] private CastingStateController castingStateController;
@ -22,6 +27,8 @@ public class AbilityKeyBinder : MonoBehaviour
NetworkedChanneling networkedChanneling;
AbilityBindInstance abilityBindInstance;
bool isDead = false;
private void Awake()
{
user = GetComponentInParent<PhotonView>();
@ -38,18 +45,36 @@ public class AbilityKeyBinder : MonoBehaviour
return;
}
onLocalPlayerFainted.Response.AddListener(() =>
{
isDead = true;
});
onLocalPlayerPermaDeath.Response.AddListener(() =>
{
isDead = true;
});
onLocalPlayerRevived.Response.AddListener(() =>
{
isDead = false;
});
onAbilityKeyBinderSpawned.Raise(this);
}
// Update is called once per frame
void Update()
{
if (isDead) return;
if (Input.GetKeyDown(key.keyCode))
{
if (abilityBindInstance != null)
abilityBindInstance.pressed.SetActive(true);
if (mana.EnoughMana(ability.manaCost))
{
if(ability is ChanneledAbility)
if (ability is ChanneledAbility)
{
castingStateController.RequestAbilityChannel(ability, () => networkedChanneling = ((ChanneledAbility)ability).ExecuteChannel(user, userTag, ref currentChanneling));
}
@ -57,7 +82,7 @@ public class AbilityKeyBinder : MonoBehaviour
castingStateController.RequestAbilityCast(ability, () => ability.Execute(user, userTag));
}
}
if(Input.GetKeyUp(key.keyCode))
if (Input.GetKeyUp(key.keyCode))
{
if (abilityBindInstance != null)
abilityBindInstance.pressed.SetActive(false);
@ -68,7 +93,7 @@ public class AbilityKeyBinder : MonoBehaviour
CastBarHandler.Instance.CancelChannelingOnButtonReleased();
}
if(networkedChanneling != null)
if (networkedChanneling != null)
{
networkedChanneling.channeling = false;
networkedChanneling.DisableVisuals();

View File

@ -7,6 +7,12 @@ using UnityEngine.EventSystems;
[RequireComponent(typeof(PlayerMovement))]
public class PlayerController : MonoBehaviour
{
[Header("Listeners:")]
[SerializeField] private GameEventListener onLocalPlayerFainted;
[SerializeField] private GameEventListener onLocalPlayerPermaDeath;
[SerializeField] private GameEventListener onLocalPlayerRevived;
[Space]
public ParticleSystem clickArrows;
public Interactable focus;
@ -23,6 +29,8 @@ public class PlayerController : MonoBehaviour
Ray ray;
RaycastHit hit;
bool isDead;
private void Awake()
{
cam = Camera.main;
@ -35,6 +43,24 @@ public class PlayerController : MonoBehaviour
{
if (!photonView.IsMine) this.enabled = false;
onLocalPlayerFainted.Response.AddListener(() =>
{
isDead = true;
motor.MoveToPoint(this.transform.position);
motor.ToggleAgentMoving(true);
});
onLocalPlayerPermaDeath.Response.AddListener(() =>
{
isDead = true;
motor.MoveToPoint(this.transform.position);
motor.ToggleAgentMoving(true);
});
onLocalPlayerRevived.Response.AddListener(() =>
{
isDead = false;
motor.ToggleAgentMoving(false);
});
clickArrows.transform.SetParent(null);
}
@ -46,6 +72,8 @@ public class PlayerController : MonoBehaviour
return;
}
if (isDead) return;
if (Input.GetMouseButtonDown(0))
{
ray = cam.ScreenPointToRay(Input.mousePosition);

View File

@ -0,0 +1,280 @@
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerDeathManager : MonoBehaviour, IPunObservable
{
[SerializeField] private GameEvent onLocalPlayerCheatedDeath;
[SerializeField] private GameEvent onLocalPlayerFainted;
[SerializeField] private GameEvent onLocalPlayerPermaDeath;
[SerializeField] private GameEvent onLocalPlayerRevived;
[Space]
[SerializeField] private GameObject reviveProgressGO;
[SerializeField] private GameObject bleedOutProgressGO;
[SerializeField] private Image reviveProgressFill;
[SerializeField] private Image bleedOutProgressFill;
private bool hasUsedCheatDeath = false;
public bool HasUsedCheatDeath => hasUsedCheatDeath;
private bool isFainted = false;
public bool IsFainted => isFainted;
private float bleedOutTimer = 0f;
public float BleedOutTimer => bleedOutTimer;
private float reviveProgress = 0f;
public float ReviveProgress => reviveProgress;
PhotonView owner;
RiftPlayer ownerPlayer;
Health health;
SphereCollider reviveTrigger;
CharacterAnimatorController anim;
RiftPlayer possibleReviver;
public List<RiftPlayer> playersInsideReviveTrigger = new List<RiftPlayer>();
private void Awake()
{
owner = GetComponentInParent<PhotonView>();
ownerPlayer = GetComponentInParent<RiftPlayer>();
health = GetComponentInParent<Health>();
anim = ownerPlayer.GetComponentInChildren<CharacterAnimatorController>();
reviveTrigger = GetComponentInChildren<SphereCollider>();
reviveTrigger.transform.localScale = Vector3.one * GameConstants.CharacterBalancing.ReviveTriggerRadius * 2;
reviveTrigger.isTrigger = true;
reviveTrigger.gameObject.SetActive(false);
reviveProgressGO.SetActive(false);
bleedOutProgressGO.SetActive(false);
}
private void Start()
{
if (!owner.IsMine) return;
health.onDeath.AddListener(OnDeath);
}
private void OnDeath()
{
if (PhotonNetwork.CurrentRoom.PlayerCount <= 1)
{
HandleSoloDeath();
}
else
{
HandleGroupDeath();
}
}
private void HandleSoloDeath()
{
if (!hasUsedCheatDeath)
{
CheatDeath();
}
else
{
Die();
}
}
private void HandleGroupDeath()
{
EnterFaintedState();
}
private void CheatDeath()
{
hasUsedCheatDeath = true;
health.SetCurrentValue(health.GetMaxValue() * GameConstants.CharacterBalancing.SoloCheatDeathHealthPercent);
StartCoroutine(SoloInvulnerability());
if (!owner.IsMine) return;
onLocalPlayerCheatedDeath.Raise();
}
private IEnumerator SoloInvulnerability()
{
// Implement invulnerability logic
health.SetInvulnerabilityState(true);
yield return new WaitForSeconds(GameConstants.CharacterBalancing.SoloCheatDeathInvulnerabilityDuration);
// Remove invulnerability
health.SetInvulnerabilityState(false);
}
private void EnterFaintedState()
{
isFainted = true;
reviveTrigger.gameObject.SetActive(true);
// Disable player movement and abilities
// Change player visuals to "fainted" state
health.SetIsDeadState(true);
StartCoroutine(BleedOutTimerCoroutine());
if (!owner.IsMine) return;
reviveProgressGO.SetActive(true);
bleedOutProgressGO.SetActive(true);
anim.OnDeath();
onLocalPlayerFainted.Raise();
}
private IEnumerator BleedOutTimerCoroutine()
{
bleedOutTimer = GameConstants.CharacterBalancing.GroupBleedOutDuration;
bleedOutProgressFill.fillAmount = bleedOutTimer / GameConstants.CharacterBalancing.GroupBleedOutDuration;
while (bleedOutTimer > 0 && isFainted)
{
bleedOutTimer -= Time.deltaTime;
bleedOutProgressFill.fillAmount = bleedOutTimer / GameConstants.CharacterBalancing.GroupBleedOutDuration;
yield return null;
}
if (isFainted)
{
Die();
}
}
private void OnTriggerEnter(Collider other)
{
if (!isFainted) return;
possibleReviver = other.GetComponentInParent<RiftPlayer>();
if (possibleReviver == null) return;
if (possibleReviver == ownerPlayer) return;
if (playersInsideReviveTrigger.Contains(possibleReviver)) return;
Debug.Log($"R: added {possibleReviver.name} as a reviver");
playersInsideReviveTrigger.Add(possibleReviver);
}
private void Update()
{
if (!owner.IsMine)
{
reviveProgressGO.SetActive(reviveTrigger.gameObject.activeSelf);
bleedOutProgressGO.SetActive(reviveTrigger.gameObject.activeSelf);
reviveProgressFill.fillAmount = reviveProgress / GameConstants.CharacterBalancing.ReviveTime;
bleedOutProgressFill.fillAmount = bleedOutTimer / GameConstants.CharacterBalancing.GroupBleedOutDuration;
return;
}
if (!isFainted) return;
if (playersInsideReviveTrigger.Count > 0)
{
reviveProgress += GameConstants.CharacterBalancing.ReviveSpeed * playersInsideReviveTrigger.Count * Time.deltaTime;
reviveProgressFill.fillAmount = reviveProgress / GameConstants.CharacterBalancing.ReviveTime;
if (reviveProgress >= GameConstants.CharacterBalancing.ReviveTime)
{
Revive();
}
}
}
private void OnTriggerExit(Collider other)
{
if (!isFainted) return;
possibleReviver = other.GetComponentInParent<RiftPlayer>();
if (possibleReviver == null) return;
if (possibleReviver == ownerPlayer) return;
if (!playersInsideReviveTrigger.Contains(possibleReviver)) return;
Debug.Log($"R: removed {possibleReviver.name} from revivers pool");
playersInsideReviveTrigger.Remove(possibleReviver);
}
private void Revive()
{
isFainted = false;
reviveTrigger.gameObject.SetActive(false);
reviveProgress = 0;
health.SetIsDeadState(false);
health.SetCurrentValue(health.GetMaxValue() * GameConstants.CharacterBalancing.ReviveHealthPercent);
// Re-enable player movement and abilities
// Restore normal player visuals
if (!owner.IsMine) return;
reviveProgressGO.SetActive(false);
bleedOutProgressGO.SetActive(false);
anim.OnRevived();
onLocalPlayerRevived.Raise();
}
private void Die()
{
health.SetIsDeadState(true);
// Implement full death logic (respawn, etc.)
if (PhotonNetwork.CurrentRoom.PlayerCount <= 1)
{
//Player perma death on the job, wait X to show info, then PhotonNetwork.LoadLevel(RiftHuntersInn)
StartCoroutine(Return());
}
else
{
//if players alive > 0
//wait motherfucker
//else
//all dead, host load level
}
if (!owner.IsMine) return;
if(!isFainted)
anim.OnDeath();
reviveProgressGO.SetActive(false);
bleedOutProgressGO.SetActive(false);
onLocalPlayerPermaDeath.Raise();
}
IEnumerator Return()
{
yield return new WaitForSeconds(GameConstants.GameBalancing.PermaDeathInfoTime);
if (PhotonNetwork.IsMasterClient) PhotonNetwork.LoadLevel("4-RiftHuntersInn");
}
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if(stream.IsWriting)
{
stream.SendNext(isFainted);
stream.SendNext(reviveTrigger.gameObject.activeSelf);
stream.SendNext(reviveProgress);
stream.SendNext(bleedOutTimer);
}
else if(stream.IsReading)
{
isFainted = (bool)stream.ReceiveNext();
reviveTrigger.gameObject.SetActive((bool)stream.ReceiveNext());
reviveProgress = (float)stream.ReceiveNext();
bleedOutTimer = (float)stream.ReceiveNext();
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6cb53fadb6be8254587f5d0ad1c57778
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@ -0,0 +1,64 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
public class PlayerDeathVFX : MonoBehaviour
{
PostProcessVolume postProcess;
public float blendDuration = 0.5f;
private Coroutine blendCoroutine;
private void Awake()
{
postProcess = GetComponent<PostProcessVolume>();
}
public void BlendIn()
{
StopBlendCoroutine();
blendCoroutine = StartCoroutine(BlendWeight(0f, 1f, blendDuration));
}
public void BlendOut()
{
StopBlendCoroutine();
blendCoroutine = StartCoroutine(BlendWeight(1f, 0f, blendDuration));
}
public void ResetWeight()
{
postProcess.weight = 0;
}
public void BlendTo(float targetWeight)
{
StopBlendCoroutine();
blendCoroutine = StartCoroutine(BlendWeight(postProcess.weight, targetWeight, blendDuration));
}
private IEnumerator BlendWeight(float startWeight, float endWeight, float duration)
{
float elapsedTime = 0f;
while (elapsedTime < duration)
{
elapsedTime += Time.deltaTime;
float t = Mathf.Clamp01(elapsedTime / duration);
postProcess.weight = Mathf.Lerp(startWeight, endWeight, t);
yield return null;
}
postProcess.weight = endWeight;
}
private void StopBlendCoroutine()
{
if (blendCoroutine != null)
{
StopCoroutine(blendCoroutine);
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: dd28877dad725e5429fcf899c1e6ab65
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@ -0,0 +1,133 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerDeathVFXManager : MonoBehaviour
{
[Header("TextOverlay:")]
[SerializeField] private GameObject cheatedDeathText;
[SerializeField] private GameObject revivedText;
[SerializeField] private GameObject faintedText;
[SerializeField] private GameObject permaDeathText;
[Header("Volumes:")]
[SerializeField] private PlayerDeathVFX cheatedDeathVFX;
[SerializeField] private PlayerDeathVFX faintedVFX;
[SerializeField] private PlayerDeathVFX permaDeathVFX;
[Header("Listeners:")]
[SerializeField] private GameEventListener onLocalPlayerCheatedDeath;
[SerializeField] private GameEventListener onLocalPlayerFainted;
[SerializeField] private GameEventListener onLocalPlayerPermaDeath;
[SerializeField] private GameEventListener onLocalPlayerRevived;
[SerializeField] private GameEventListener_ZoneData onGameSceneLoaded;
private void Awake()
{
onLocalPlayerCheatedDeath.Response.AddListener(OnLocalCheatedDeath);
onLocalPlayerFainted.Response.AddListener(OnLocalFainted);
onLocalPlayerPermaDeath.Response.AddListener(OnLocalPermaDeath);
onLocalPlayerRevived.Response.AddListener(OnLocalPlayerRevived);
onGameSceneLoaded.Response.AddListener((x) => ResetAll());
}
private void ResetAll()
{
cheatedDeathVFX.ResetWeight();
faintedVFX.ResetWeight();
permaDeathVFX.ResetWeight();
cheatedDeathText.SetActive(false);
faintedText.SetActive(false);
permaDeathText.SetActive(false);
revivedText.SetActive(false);
}
private void OnLocalCheatedDeath()
{
EnableCheatedDeathVFX();
faintedVFX.ResetWeight();
permaDeathVFX.ResetWeight();
faintedText.SetActive(false);
permaDeathText.SetActive(false);
revivedText.SetActive(false);
StartCoroutine(FallbackCheatedDeathVFX());
}
IEnumerator FallbackCheatedDeathVFX()
{
yield return new WaitForSeconds(GameConstants.CharacterBalancing.SoloCheatDeathInvulnerabilityDuration);
DisableCheatedDeathVFX();
}
private void OnLocalFainted()
{
cheatedDeathVFX.ResetWeight();
EnableFaintedVFX();
permaDeathVFX.ResetWeight();
cheatedDeathText.SetActive(false);
permaDeathText.SetActive(false);
revivedText.SetActive(false);
}
private void OnLocalPermaDeath()
{
cheatedDeathVFX.ResetWeight();
faintedVFX.ResetWeight();
EnablePermaDeathVFX();
cheatedDeathText.SetActive(false);
faintedText.SetActive(false);
revivedText.SetActive(false);
}
private void OnLocalPlayerRevived()
{
EnableCheatedDeathVFX();
faintedVFX.ResetWeight();
permaDeathVFX.ResetWeight();
revivedText.SetActive(true);
cheatedDeathText.SetActive(false);
faintedText.SetActive(false);
permaDeathText.SetActive(false);
StartCoroutine(FallbackCheatedDeathVFX());
}
public void EnableCheatedDeathVFX()
{
cheatedDeathVFX.BlendIn();
cheatedDeathText.SetActive(true);
}
public void DisableCheatedDeathVFX()
{
cheatedDeathVFX.BlendOut();
cheatedDeathText.SetActive(false);
revivedText.SetActive(false);
}
public void EnableFaintedVFX()
{
faintedVFX.BlendIn();
faintedText.SetActive(true);
}
public void DisableFaintedVFX()
{
faintedVFX.BlendOut();
faintedText.SetActive(false);
}
public void EnablePermaDeathVFX()
{
permaDeathVFX.BlendIn();
permaDeathText.SetActive(true);
}
public void DisablePermaDeathVFX()
{
permaDeathVFX.BlendOut();
permaDeathText.SetActive(false);
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fb38b44358e8a22458b3c2b21bf98248
MonoImporter:
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -26,6 +26,7 @@ public class RiftPlayer : MonoBehaviour
photonView = GetComponent<PhotonView>();
character = GetComponent<PlayerCharacterStats>();
health = GetComponent<Health>();
health.onDeath.AddListener(OnDeath);
}
@ -48,4 +49,6 @@ public class RiftPlayer : MonoBehaviour
{
onPlayerDeath.Raise(photonView.Owner);
}
}

View File

@ -80,7 +80,6 @@ public class Resource : MonoBehaviour, IPunObservable
while (!canRegen)
{
yield return new WaitForSeconds(timeBetweenRegens);
}
StartCoroutine(RegenResource());
}

View File

@ -94,7 +94,7 @@ Material:
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _Rotation: 13.084116
- _Rotation: 10.946397
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1

File diff suppressed because one or more lines are too long

View File

@ -12,7 +12,7 @@ PlayerSettings:
targetDevice: 2
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: DefaultCompany
companyName: Sangue3
productName: Rift-Mayhem
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
@ -134,7 +134,7 @@ PlayerSettings:
16:10: 1
16:9: 1
Others: 1
bundleVersion: 0.7.8
bundleVersion: 0.8.0.1
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0
@ -155,7 +155,7 @@ PlayerSettings:
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
applicationIdentifier:
Standalone: com.DefaultCompany.Rift-Mayhem
Standalone: com.Sangue3.Rift-Mayhem
buildNumber:
Standalone: 0
iPhone: 0