233 lines
6.1 KiB
C#
233 lines
6.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BasicLevelProgressionSystem : MonoBehaviour
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{
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[SerializeField]
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private ObjectiveText objectiveGui;
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[SerializeField]
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private WaypointMarker marker;
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[SerializeField]
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private PlayerComponent player;
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//[SerializeField]
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//private float minDist = 3;
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[SerializeField]
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private List<ProgressionSection> sections;
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public List<ProgressionSection> Sections { get { return sections; } }
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//Fire1 is click or A
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//Place is F or "Y" button
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//Cycle is Tab or RB
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//Siwtch is Shift or "X"
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public enum InputType { FIRE1, PLACE, CYCLE, SWITCH, COLLISION, LOCATION,AIM,EXTERNAL};
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private int progress = 0;
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private bool transitioning = false;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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Transform cur = this.getCurrent().getActive();
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if(cur != null)
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{
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if (!this.getCurrent().objectiveOneMet)
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{
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marker.target = cur;
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objectiveGui.visualObjects[0].text.text = this.getCurrent().instruction1;
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objectiveGui.visualObjects[1].text.text = this.getCurrent().istruction2;
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}
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else if(!this.getCurrent().objectiveTwoMet)
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{
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marker.target = cur;
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}
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}
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if(Input.GetButtonDown("Fire1")||Input.GetAxis("Fire1")>0.5f&&!transitioning)
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{
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ProgressCurrentIfInput(InputType.FIRE1);
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}
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if (Input.GetButtonDown("TempPlace"))
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{
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ProgressCurrentIfInput(InputType.PLACE);
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}
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if (Input.GetButtonDown("CycleItems"))
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{
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ProgressCurrentIfInput(InputType.CYCLE);
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}
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if(Input.GetButtonDown("Fire3"))
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{
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ProgressCurrentIfInput(InputType.SWITCH);
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}
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if(Input.GetAxis("Aim")>.5f || Input.GetButtonDown("Aim"))
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{
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if(!transitioning)
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ProgressCurrentIfInput(InputType.AIM);
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}
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if (Vector3.Distance(player.transform.position, this.getCurrent().getActive().position) < 3)
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{
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bool canIterate= this.getCurrent().Iterate();
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if (!canIterate)
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{
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if (!this.getCurrent().objectiveOneMet && this.getCurrent().conditionalOne == InputType.LOCATION)
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{
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OnePassed();
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}else if (this.getCurrent().objectiveOneMet && this.getCurrent().conditionalTwo == InputType.LOCATION && !this.getCurrent().objectiveTwoMet)
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{
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TwoPassed();
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}
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}
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.GetComponentInParent<PlayerComponent>() != null)
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{
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ProgressCurrentIfCollide();
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}
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}
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void ProgressCurrentIfCollide()
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{
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}
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private void OnePassed()
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{
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this.getCurrent().objectiveOneMet = true;
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this.getCurrent().Progress();
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this.objectiveGui.visualObjects[0].isComplete = true;
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}
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public void TwoPassed()
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{
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if (transitioning)
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{
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return;
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}
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this.getCurrent().objectiveTwoMet = true;
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this.objectiveGui.visualObjects[1].isComplete = true;
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this.objectiveGui.FadeOut();
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transitioning = true;
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StartCoroutine(waitForFadeIn());
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}
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public void ProgressCurrentIfInput(InputType type)
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{
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if (this.getCurrent().AtEnd() && this.getCurrent().conditionalOne == type&&!this.getCurrent().objectiveOneMet)
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{
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OnePassed();
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}else if(this.getCurrent().AtEnd() && this.getCurrent().conditionalTwo == type)
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{
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TwoPassed();
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}
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}
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public ProgressionSection getCurrent()
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{
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return this.sections[progress];
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}
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private IEnumerator waitForFadeIn()
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{
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yield return new WaitForSeconds(3);
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if (this.sections.Count > this.progress+1)
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{
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this.progress++;
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this.objectiveGui.FadeIn();
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this.objectiveGui.visualObjects[0].isComplete = false;
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this.objectiveGui.visualObjects[1].isComplete = false;
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}
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else
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{
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}
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transitioning = false;
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}
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}
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[System.Serializable]
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public class ProgressionSection
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{
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[SerializeField]
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public string instruction1;
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[SerializeField]
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public string istruction2;
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[SerializeField]
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public bool objectiveOneMet = false;
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[SerializeField]
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public BasicLevelProgressionSystem.InputType conditionalOne;
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[SerializeField]
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public bool objectiveTwoMet = false;
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[SerializeField]
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public BasicLevelProgressionSystem.InputType conditionalTwo;
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[SerializeField]
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public List<Transform> positionsOne= new List<Transform>();
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[SerializeField]
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public List<Transform> positionsTwo = new List<Transform>();
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[HideInInspector]
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public int activePosition = 0;
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public Transform getActive()
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{
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if (!objectiveOneMet)
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{
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return positionsOne[activePosition];
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}
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else
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{
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return positionsTwo[activePosition];
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}
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}
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public bool Iterate()
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{
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if (!objectiveOneMet && this.activePosition + 1 < positionsOne.Count)
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{
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this.activePosition += 1;
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return true;
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}else if (objectiveOneMet && !objectiveTwoMet && this.activePosition + 1 < positionsTwo.Count)
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{
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this.activePosition += 1;
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return true;
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}
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return false;
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}
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public bool AtEnd()
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{
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if (!objectiveOneMet && this.activePosition + 1 < positionsOne.Count)
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{
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return false;
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}
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else if (objectiveOneMet && !objectiveTwoMet && this.activePosition + 1 < positionsTwo.Count)
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{
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return false;
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}
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return true;
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}
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public void Progress()
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{
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this.activePosition = 0;
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}
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} |