f8590432ba
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
195 lines
5.4 KiB
C#
195 lines
5.4 KiB
C#
using System;
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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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//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
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{
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FIRE1,
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PLACE,
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CYCLE,
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SWITCH,
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COLLISION,
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LOCATION,
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AIM,
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EXTERNAL
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}
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[SerializeField] private UI.ObjectiveText objectiveGui;
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[SerializeField] private UI.WaypointMarker marker;
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[SerializeField] private Player.PlayerComponent player;
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//[SerializeField]
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//private float minDist = 3;
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[SerializeField] private List<ProgressionSection> sections;
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private int progress;
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private bool transitioning;
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public List<ProgressionSection> Sections => sections;
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// Start is called before the first frame update
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private void Start()
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{
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}
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// Update is called once per frame
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private void Update()
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{
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var cur = getCurrent().getActive();
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if (cur != null)
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{
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if (!getCurrent().objectiveOneMet)
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{
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marker.target = cur;
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objectiveGui.visualObjects[0].text.text = getCurrent().instruction1;
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objectiveGui.visualObjects[1].text.text = getCurrent().istruction2;
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}
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else if (!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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ProgressCurrentIfInput(InputType.FIRE1);
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if (Input.GetButtonDown("TempPlace")) ProgressCurrentIfInput(InputType.PLACE);
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if (Input.GetButtonDown("CycleItems")) ProgressCurrentIfInput(InputType.CYCLE);
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if (Input.GetButtonDown("Fire3")) ProgressCurrentIfInput(InputType.SWITCH);
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if (Input.GetAxis("Aim") > .5f || Input.GetButtonDown("Aim"))
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if (!transitioning)
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ProgressCurrentIfInput(InputType.AIM);
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if (Vector3.Distance(player.transform.position, getCurrent().getActive().position) < 3)
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{
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var canIterate = getCurrent().Iterate();
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if (!canIterate)
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{
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if (!getCurrent().objectiveOneMet && getCurrent().conditionalOne == InputType.LOCATION)
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OnePassed();
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else if (getCurrent().objectiveOneMet && getCurrent().conditionalTwo == InputType.LOCATION &&
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!getCurrent().objectiveTwoMet) TwoPassed();
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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<Player.PlayerComponent>() != null) ProgressCurrentIfCollide();
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}
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private 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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getCurrent().objectiveOneMet = true;
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getCurrent().Progress();
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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) return;
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getCurrent().objectiveTwoMet = true;
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objectiveGui.visualObjects[1].isComplete = true;
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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 (getCurrent().AtEnd() && getCurrent().conditionalOne == type && !getCurrent().objectiveOneMet)
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OnePassed();
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else if (getCurrent().AtEnd() && getCurrent().conditionalTwo == type) TwoPassed();
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}
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public ProgressionSection getCurrent()
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{
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return 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 (sections.Count > progress + 1)
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{
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progress++;
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objectiveGui.FadeIn();
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objectiveGui.visualObjects[0].isComplete = false;
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objectiveGui.visualObjects[1].isComplete = false;
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}
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transitioning = false;
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}
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}
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[Serializable]
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public class ProgressionSection
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{
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[SerializeField] public string instruction1;
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[SerializeField] public string istruction2;
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[SerializeField] public bool objectiveOneMet;
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[SerializeField] public BasicLevelProgressionSystem.InputType conditionalOne;
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[SerializeField] public bool objectiveTwoMet;
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[SerializeField] public BasicLevelProgressionSystem.InputType conditionalTwo;
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[SerializeField] public List<Transform> positionsOne = new();
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[SerializeField] public List<Transform> positionsTwo = new();
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[HideInInspector] public int activePosition;
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public Transform getActive()
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{
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if (!objectiveOneMet)
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return positionsOne[activePosition];
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return positionsTwo[activePosition];
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}
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public bool Iterate()
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{
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if (!objectiveOneMet && activePosition + 1 < positionsOne.Count)
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{
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activePosition += 1;
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return true;
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}
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if (objectiveOneMet && !objectiveTwoMet && activePosition + 1 < positionsTwo.Count)
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{
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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 && activePosition + 1 < positionsOne.Count)
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return false;
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if (objectiveOneMet && !objectiveTwoMet && activePosition + 1 < positionsTwo.Count) return false;
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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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activePosition = 0;
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}
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} |