Blur fade!

This commit is contained in:
Jason Durand 01 2022-04-03 15:55:12 -04:00
parent 20d5e2c411
commit 179a3f7d22
8 changed files with 200 additions and 50 deletions

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@ -120,7 +120,7 @@ public class AIEntity : Entity {
RaycastHit2D hit = Physics2D.Raycast(transform.position, direction, attackRange, (1 << LayerMask.NameToLayer("Safezone")));//Layer 6 is safeZone
Physics2D.queriesHitTriggers = true;
if(!(hit.collider is null)){ //We have hit the safe zone
Debug.Log("hit");
//Debug.Log("hit");
isAvoiding = true;
Vector3 avoidDir = Vector3.zero;
//Between top and bottom

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@ -0,0 +1,29 @@
#nullable enable
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class BlurFade : MonoBehaviour {
Volume volume = null!;
Coroutine? coroutine;
bool blurred;
[SerializeField] [Range(0f, 1f)]
float transitionSpeed = 0.2f;
void Awake() => volume = GetComponent<Volume>();
public void SetBlurred(bool value) {
blurred = value;
coroutine ??= StartCoroutine(BlurCoroutine());
}
IEnumerator BlurCoroutine() {
while (blurred ? volume.weight <= 1f : volume.weight >= 0f) {
volume.weight += transitionSpeed * (blurred ? 1f : -1f);
yield return null;
}
coroutine = null;
}
}

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@ -15,6 +15,8 @@ public class GameFlowManager : MonoBehaviour {
[SerializeField] [Required]
Canvas UICanvas = null!;
BlurFade blurFade = null!;
public enum PauseLevel {
NotPaused,
PreventActions,
@ -43,6 +45,8 @@ public class GameFlowManager : MonoBehaviour {
#region Unity Messages
void Awake() {
blurFade = GetComponentInChildren<BlurFade>();
CurrentState = new StartMenuFlowState(this);
if (startTxt != null) {
startTxt.transform.parent.gameObject.SetActive(true);
@ -152,6 +156,7 @@ public class GameFlowManager : MonoBehaviour {
gameFlowManager.mainMenu.gameObject.SetActive(true);
gameFlowManager.mainMenu.SetMenuMode(MainMenuManager.MenuMode.MainMenu);
gameFlowManager.UICanvas.gameObject.SetActive(false);
gameFlowManager.blurFade.SetBlurred(true);
}
public override void LeaveState() {
@ -160,6 +165,7 @@ public class GameFlowManager : MonoBehaviour {
gameFlowManager.mainMenu.ResetMenuState();
gameFlowManager.mainMenu.gameObject.SetActive(false);
gameFlowManager.UICanvas.gameObject.SetActive(true);
gameFlowManager.blurFade.SetBlurred(false);
}
}
@ -207,6 +213,7 @@ public class GameFlowManager : MonoBehaviour {
gameFlowManager.mainMenu.gameObject.SetActive(true);
gameFlowManager.mainMenu.SetMenuMode(MainMenuManager.MenuMode.PauseMenu);
gameFlowManager.SetPauseLevel(PauseLevel.TimeStop);
gameFlowManager.blurFade.SetBlurred(true);
}
public override void LeaveState() {
@ -215,6 +222,7 @@ public class GameFlowManager : MonoBehaviour {
gameFlowManager.mainMenu.ResetMenuState();
gameFlowManager.mainMenu.gameObject.SetActive(false);
gameFlowManager.SetPauseLevel(PauseLevel.NotPaused);
gameFlowManager.blurFade.SetBlurred(false);
}
}
@ -226,7 +234,10 @@ public class GameFlowManager : MonoBehaviour {
Debug.Log("You died!\nPress Accept to restart!");
gameFlowManager.SetPauseLevel(PauseLevel.PreventActions);
gameFlowManager.blurFade.SetBlurred(true);
}
public override void LeaveState() => gameFlowManager.blurFade.SetBlurred(false);
public void ReloadGame() {
Debug.Log("Reloading scene...");