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m_Sprite: {fileID: 3702383623512059768, guid: bcdcace2f1ba9e24ea8824f428055c03, type: 3} + m_Sprite: {fileID: -2834552850196481573, guid: 9fbb5b817e52cd24fa1ab6796dfc4746, type: 3} m_Color: {r: 1, g: 1, b: 1, a: 1} m_FlipX: 0 m_FlipY: 0 diff --git a/Assets/Scripts/GameFlowManager.cs b/Assets/Scripts/GameFlowManager.cs index e9b999b..a0776e5 100644 --- a/Assets/Scripts/GameFlowManager.cs +++ b/Assets/Scripts/GameFlowManager.cs @@ -230,7 +230,7 @@ public class GameFlowManager : MonoBehaviour { } } - class DeadFlowState : GameFlowState { + public class DeadFlowState : GameFlowState { public DeadFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {} public override void EnterState() { diff --git a/Assets/Scripts/PlayerMovement.cs b/Assets/Scripts/PlayerMovement.cs index 75ebd08..4877b45 100644 --- a/Assets/Scripts/PlayerMovement.cs +++ b/Assets/Scripts/PlayerMovement.cs @@ -47,7 +47,10 @@ public class PlayerMovement : MonoBehaviour { void Start() { globalCamera.SetActive(true); currentState.EnterState(); + gameFlowManager.stateChanged += OnGameFlowStateChanged; } + + void OnDestroy() => gameFlowManager.stateChanged -= OnGameFlowStateChanged; void Update() { if (gameFlowManager.pauseLevel >= GameFlowManager.PauseLevel.TimeStop) @@ -67,6 +70,11 @@ public class PlayerMovement : MonoBehaviour { void OnDrawGizmos() => currentState?.OnDrawGizmos(); + void OnGameFlowStateChanged(BaseState oldState, BaseState newState) { + if (newState is GameFlowManager.DeadFlowState) + SwitchState(new DeadMovementState(this)); + } + #endregion #region Flip @@ -206,6 +214,7 @@ public class PlayerMovement : MonoBehaviour { public override BaseState? FixedUpdateState() { float currentTime = Time.time - startTime; + if(currentTime >= duration/2 && playerMovement.animator.GetCurrentAnimatorStateInfo(0).IsName("Player_Jump"))playerMovement.animator.Play("Player_Fall"); if (currentTime >= duration) return Transition(); @@ -242,36 +251,36 @@ public class PlayerMovement : MonoBehaviour { } class ExitSafeZoneMovementState : JumpingMovementState { - readonly SafeZone safeZone; + readonly SafeZone safeZone; - public ExitSafeZoneMovementState(PlayerMovement playerMovement, SafeZone safeZone, Vector2 direction) : base(playerMovement, safeZone.Stats.JumpDuration, safeZone.GetOutsidePosition(direction)) { - this.safeZone = safeZone; - } + public ExitSafeZoneMovementState(PlayerMovement playerMovement, SafeZone safeZone, Vector2 direction) : base(playerMovement, safeZone.Stats.JumpDuration, safeZone.GetOutsidePosition(direction)) { + this.safeZone = safeZone; + } - public override void LeaveState() { - base.LeaveState(); + public override void LeaveState() { + base.LeaveState(); - playerMovement.rb.SetEnabled(true); - } + playerMovement.rb.SetEnabled(true); + } protected override float ModifyLerpTime(float t) => safeZone.Stats.JumpSpeedCurve.Evaluate(t); } class ImmobileMovementState : BaseStatePlayerMovement { - public ImmobileMovementState(PlayerMovement playerMovement) : base(playerMovement) {} - public override void EnterState() { - base.EnterState(); + public ImmobileMovementState(PlayerMovement playerMovement) : base(playerMovement) {} + public override void EnterState() { + base.EnterState(); - playerMovement.globalCamera.SetActive(true); - if (!playerMovement.rb.isKinematic) - Debug.LogWarning("Rigidbody should probably be kinematic when immobile (when in safe zone)."); - } + playerMovement.globalCamera.SetActive(true); + if (!playerMovement.rb.isKinematic) + Debug.LogWarning("Rigidbody should probably be kinematic when immobile (when in safe zone)."); + } - public override void LeaveState() { - base.LeaveState(); - - playerMovement.globalCamera.SetActive(false); - 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