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.
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14
Assets/Scriptables/Events/OnLocalPlayerCheatedDeath.asset
Normal file
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14
Assets/Scriptables/Events/OnLocalPlayerFainted.asset
Normal file
14
Assets/Scriptables/Events/OnLocalPlayerFainted.asset
Normal file
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14
Assets/Scriptables/Events/OnLocalPlayerPermaDeath.asset
Normal file
14
Assets/Scriptables/Events/OnLocalPlayerPermaDeath.asset
Normal file
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14
Assets/Scriptables/Events/OnLocalPlayerRevived.asset
Normal file
14
Assets/Scriptables/Events/OnLocalPlayerRevived.asset
Normal file
@ -0,0 +1,14 @@
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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));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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();
|
||||
}
|
||||
}
|
@ -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();
|
||||
}
|
||||
}
|
@ -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();
|
||||
}
|
||||
}
|
@ -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;
|
||||
|
@ -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)
|
||||
{
|
||||
|
@ -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;
|
||||
}
|
||||
|
||||
|
||||
|
@ -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;
|
||||
}
|
||||
|
||||
|
@ -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;
|
||||
}
|
||||
|
||||
|
@ -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();
|
||||
|
||||
|
||||
|
@ -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)
|
||||
{
|
||||
|
@ -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();
|
||||
|
@ -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);
|
||||
|
280
Assets/Scripts/Player/PlayerDeathManager.cs
Normal file
280
Assets/Scripts/Player/PlayerDeathManager.cs
Normal 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();
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Player/PlayerDeathManager.cs.meta
Normal file
11
Assets/Scripts/Player/PlayerDeathManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6cb53fadb6be8254587f5d0ad1c57778
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
64
Assets/Scripts/Player/PlayerDeathVFX.cs
Normal file
64
Assets/Scripts/Player/PlayerDeathVFX.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Player/PlayerDeathVFX.cs.meta
Normal file
11
Assets/Scripts/Player/PlayerDeathVFX.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd28877dad725e5429fcf899c1e6ab65
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
133
Assets/Scripts/Player/PlayerDeathVFXManager.cs
Normal file
133
Assets/Scripts/Player/PlayerDeathVFXManager.cs
Normal 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);
|
||||
}
|
||||
}
|
11
Assets/Scripts/Player/PlayerDeathVFXManager.cs.meta
Normal file
11
Assets/Scripts/Player/PlayerDeathVFXManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb38b44358e8a22458b3c2b21bf98248
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -80,7 +80,6 @@ public class Resource : MonoBehaviour, IPunObservable
|
||||
while (!canRegen)
|
||||
{
|
||||
yield return new WaitForSeconds(timeBetweenRegens);
|
||||
|
||||
}
|
||||
StartCoroutine(RegenResource());
|
||||
}
|
||||
|
@ -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
@ -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
|
||||
|
Loading…
x
Reference in New Issue
Block a user