Assemblied created

This commit is contained in:
2023-06-02 00:30:58 -04:00
parent 3e1b55b036
commit 63039dbde2
99 changed files with 8302 additions and 1065 deletions

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@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Player
{
public class LobbyPlayerComponent : MonoBehaviour
{
[SerializeField]
private Animator anim;
// Start is called before the first frame update
void Start()
{
anim.SetBool("IsRunning", false);
anim.SetFloat("RunningSpeed", 0);
anim.Play("CryopodIdle");
}
// Update is called once per frame
void Update()
{
}
}
}

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@ -18,7 +18,7 @@ namespace Player
[SerializeField] private PlayerAnimationController animationController;
[HideInInspector] public FlareRegister flareRegister;
[HideInInspector] public Item.FlareRegister flareRegister;
[SerializeField] private CinemachineFreeLook cameraFreeLook;
@ -33,18 +33,21 @@ namespace Player
public NoiseVisibilitySettingsManager NoiseManager => noiseManager;
public PlayerMovementController MovementController => movementController;
[SerializeField]
private Scriptable.GameSettings settings;
[HideInInspector] public bool IsAlive => health > 0;
private void Awake()
{
flareRegister = FindObjectOfType<FlareRegister>();
flareRegister = FindObjectOfType<Item.FlareRegister>();
}
// Start is called before the first frame update
private void Start()
{
perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
settings.OnValueChange.AddListener(OnSettingChange);
}
// Update is called once per frame
@ -92,7 +95,13 @@ namespace Player
perlin.m_AmplitudeGain = intensity;
shakeTimer = time;
}
public void OnSettingChange(Scriptable.GameSettings.SettingModification mod, float value)
{
if(mod == Scriptable.GameSettings.SettingModification.Sensitivity)
{
SetSensitivity(value);
}
}
public void SetSensitivity(float magnitude)
{
movementController.SetSensitivity(magnitude);

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@ -4,7 +4,6 @@ using UnityEngine;
namespace Player
{
[RequireComponent(typeof(Collider))]
public class PlayerInteractionHandler : MonoBehaviour
{
@ -20,7 +19,7 @@ public class PlayerInteractionHandler : MonoBehaviour
[SerializeField] private bool useItemSelector = true;
[SerializeField] private PistolComponent pistol;
[SerializeField] private Item.PistolComponent pistol;
[SerializeField] private NoiseVisibilitySettingsManager noiseManager;
@ -32,18 +31,18 @@ public class PlayerInteractionHandler : MonoBehaviour
private readonly AxisIsDown fireDown = new("Fire1");
private bool flashlightEnabled = true;
private HeavyInteractableItem heavyInvent;
private readonly List<HeavyInteractableItem> heavyItemsInRange = new();
private Item.HeavyInteractableItem heavyInvent;
private readonly List<Item.HeavyInteractableItem> heavyItemsInRange = new();
private Color initColor;
private Inventory invent;
private Item.Inventory invent;
private ItemSelector itemSelector;
private readonly List<InteractableItem> itemsInRange = new();
private Game.InGameManager manager;
private Item.ItemSelector itemSelector;
private readonly List<Item.InteractableItem> itemsInRange = new();
[SerializeField]
private Scriptable.GameState manager;
private Material selMaterial;
private TempInventory tempInvent;
public Inventory Inventory => invent;
private Item.TempInventory tempInvent;
public Item.Inventory Inventory => invent;
public bool IsCarrying => heavyInvent != null;
public bool GunEnabled { get; private set; }
@ -53,16 +52,16 @@ public class PlayerInteractionHandler : MonoBehaviour
private void Start()
{
instance = this;
invent = transform.parent.GetComponent<Inventory>();
invent = transform.parent.GetComponent<Item.Inventory>();
//TEMP FIELD
tempInvent = transform.parent.GetComponent<TempInventory>();
tempInvent = transform.parent.GetComponent<Item.TempInventory>();
initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor");
selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex];
itemSelector = ItemSelector.instance;
itemSelector = Item.ItemSelector.instance;
pistol.gameObject.SetActive(GunEnabled);
flashlightEnabled = flashlight.gameObject.activeSelf;
manager = FindObjectOfType<Game.InGameManager>();
}
// Update is called once per frame
@ -126,7 +125,7 @@ public class PlayerInteractionHandler : MonoBehaviour
{
if (!item.Interact(ref invent, ref heavyInvent))
item.Interact();
else if (item is HeavyItemReceiver)
else if (item is Item.HeavyItemReceiver)
if (heavyInvent != null)
{
heavyInvent.transform.parent = carryingPos;
@ -146,7 +145,7 @@ public class PlayerInteractionHandler : MonoBehaviour
int refIndex;
if (itemsInRange.Count > 0 && receiverInRange(out refIndex))
{
((HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref invent, ref heavyInvent);
((Item.HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref invent, ref heavyInvent);
heavyInvent = null;
}
else
@ -191,9 +190,9 @@ public class PlayerInteractionHandler : MonoBehaviour
var aimAxis = Input.GetAxis("Aim");
if (aimAxis > 0.5f)
pistol.aimMode = PistolComponent.AimMode.CAMERA;
pistol.aimMode = Item.PistolComponent.AimMode.CAMERA;
else
pistol.aimMode = PistolComponent.AimMode.MODIFIED;
pistol.aimMode = Item.PistolComponent.AimMode.MODIFIED;
}
shift.SetCenter(!GunEnabled);
@ -202,37 +201,37 @@ public class PlayerInteractionHandler : MonoBehaviour
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.GetComponent<InteractableItem>() != null)
if (other.gameObject.GetComponent<Item.InteractableItem>() != null)
{
var item = other.gameObject.GetComponent<InteractableItem>();
if (item is InteractableItem && item is not HeavyInteractableItem)
var item = other.gameObject.GetComponent<Item.InteractableItem>();
if (item is Item.InteractableItem && item is not Item.HeavyInteractableItem)
{
item.Enable();
itemsInRange.Add(item);
}
else if (item is HeavyInteractableItem)
else if (item is Item.HeavyInteractableItem)
{
((HeavyInteractableItem)item).Enable();
heavyItemsInRange.Add((HeavyInteractableItem)item);
((Item.HeavyInteractableItem)item).Enable();
heavyItemsInRange.Add((Item.HeavyInteractableItem)item);
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.GetComponent<InteractableItem>() != null)
if (other.gameObject.GetComponent<Item.InteractableItem>() != null)
{
var item = other.gameObject.GetComponent<InteractableItem>();
if (item is InteractableItem && item is not HeavyInteractableItem)
var item = other.gameObject.GetComponent<Item.InteractableItem>();
if (item is Item.InteractableItem && item is not Item.HeavyInteractableItem)
{
item.Disable();
itemsInRange.Remove(item);
}
else if (item is HeavyInteractableItem)
else if (item is Item.HeavyInteractableItem)
{
((HeavyInteractableItem)item).Disable();
((Item.HeavyInteractableItem)item).Disable();
//itemsInRange.Remove((HeavyInteractableItem)(item));
heavyItemsInRange.Remove((HeavyInteractableItem)item);
heavyItemsInRange.Remove((Item.HeavyInteractableItem)item);
}
}
}
@ -242,7 +241,7 @@ public class PlayerInteractionHandler : MonoBehaviour
var i = 0;
foreach (var item in itemsInRange)
{
if (item is HeavyItemReceiver)
if (item is Item.HeavyItemReceiver)
{
index = i;
return true;

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@ -44,8 +44,9 @@ namespace Player
private Vector3 lookingDirectionVector;
private Game.InGameManager manager;
[SerializeField]
private Scriptable.GameState manager;
private bool movementLocked;
@ -61,9 +62,10 @@ namespace Player
private void Start()
{
ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>();
manager = FindObjectOfType<Game.InGameManager>();
initXSensitivity = freelook.m_XAxis.m_MaxSpeed;
initYSensitivity = freelook.m_YAxis.m_MaxSpeed;
}
// Update is called once per frame
@ -103,6 +105,10 @@ namespace Player
IsRunning = Mathf.Abs(y) > 0.1f || Mathf.Abs(x) > 0.1f;
}
/// <summary>
/// Gets called by PlayerComponent to change sensitivity.
/// </summary>
/// <param name="sensitivity"></param>
public void SetSensitivity(float sensitivity)
{
freelook.m_XAxis.m_MaxSpeed = initXSensitivity * sensitivity;