Pull request #7: Pause without freeze timeScale when dying
Merge in CEGJ/ludumdare50 from jason to dev * commit '271bd1d93f11cc373fefc96c3736fbf4d24fba18': Pause without freeze timeScale when dying
This commit is contained in:
commit
958218856e
@ -54,6 +54,8 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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gameFlowManager: {fileID: 0}
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stats: {fileID: 11400000, guid: 12a626b5a296d934ba078d222ad6ba98, type: 2}
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globalCamera: {fileID: 0}
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safeZonePrompt: {fileID: 0}
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--- !u!114 &3126145803593047825
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -93,6 +95,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 56c3e06ea5db48a40a7f55e72291cb0d, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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gameFlowManager: {fileID: 0}
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minionPrefabs:
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- {fileID: 2399377275812995974, guid: 5f633c05dee3f4b4784f5702b2365f02, type: 3}
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aimArrow: {fileID: 5124059627794595469}
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@ -337,7 +340,7 @@ Rigidbody2D:
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m_LinearDrag: 0
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m_AngularDrag: 0.05
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m_GravityScale: 0
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m_Material: {fileID: 0}
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m_Material: {fileID: 6200000, guid: 72c8b57001d325c418a78771641a077f, type: 2}
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m_Interpolate: 0
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m_SleepingMode: 1
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m_CollisionDetection: 0
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@ -31,7 +31,7 @@ public class Arena : MonoBehaviour {
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void Start() => StartCoroutine(SpawnEnemies());
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void SpawnEnemy(int spawnerIndex) {
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if (gameFlowManager.Paused)
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if (!gameFlowManager.CanDoAction)
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return;
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var entity = Instantiate(entityPrefab, spawners[spawnerIndex].position, Quaternion.identity).GetComponent<Entity>();
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@ -8,12 +8,16 @@ public class GameFlowManager : MonoBehaviour {
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[SerializeField] [Required]
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GameTimer gameTimer = null!;
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/// <summary>
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/// True if time is frozen (Start, Pause Menu, Dead)
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/// </summary>
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/// <remarks>Could be renamed appropriately</remarks>
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public enum PauseLevel {
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NotPaused,
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PreventActions,
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WorldFreeze,
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}
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[field: SerializeField]
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public bool Paused { get; private set; } = true;
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public PauseLevel pauseLevel { get; private set; } = PauseLevel.PreventActions;
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public bool CanDoAction => pauseLevel <= PauseLevel.NotPaused;
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public BaseState CurrentState { get; private set; } = null!;
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bool lastStartButton;
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@ -33,10 +37,9 @@ public class GameFlowManager : MonoBehaviour {
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#endregion
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void SetPause(bool value) {
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Debug.Log($"Setting pause to {value}");
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Paused = value;
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Time.timeScale = value ? 0f : 1f;
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void SetPauseLevel(PauseLevel value) {
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pauseLevel = value;
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Time.timeScale = value >= PauseLevel.WorldFreeze ? 0f : 1f;
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}
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public void GameOver() => SwitchState(new DeadFlowState(this));
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@ -85,8 +88,7 @@ public class GameFlowManager : MonoBehaviour {
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public override void EnterState() {
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base.EnterState();
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Debug.Log("Press Start to start...!");
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gameFlowManager.SetPause(true);
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gameFlowManager.SetPauseLevel(PauseLevel.PreventActions);
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}
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public override void LeaveState() {
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@ -101,7 +103,7 @@ public class GameFlowManager : MonoBehaviour {
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base.EnterState();
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gameFlowManager.gameTimer.StartTimer();
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gameFlowManager.SetPause(false);
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gameFlowManager.SetPauseLevel(PauseLevel.NotPaused);
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}
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public override void LeaveState() {
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@ -116,7 +118,7 @@ public class GameFlowManager : MonoBehaviour {
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public override void EnterState() {
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base.EnterState();
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gameFlowManager.SetPause(true);
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gameFlowManager.SetPauseLevel(PauseLevel.NotPaused);
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}
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}
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@ -127,7 +129,7 @@ public class GameFlowManager : MonoBehaviour {
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base.EnterState();
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Debug.Log("You died!\nPress Accept to restart!");
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gameFlowManager.SetPause(true);
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gameFlowManager.SetPauseLevel(PauseLevel.PreventActions);
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}
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public void ReloadGame() {
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@ -41,7 +41,7 @@ public class MinionThrower : MonoBehaviour {
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}
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public void ToggleThrowMode(InputAction.CallbackContext context) {
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if (gameFlowManager.Paused)
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if (!gameFlowManager.CanDoAction)
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return;
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if (context.performed) {
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@ -38,7 +38,7 @@ public class PlayerMovement : MonoBehaviour {
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}
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void Update() {
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if (gameFlowManager.Paused)
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if (gameFlowManager.pauseLevel >= GameFlowManager.PauseLevel.WorldFreeze)
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return;
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if (currentState.UpdateState() is {} newState)
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@ -46,7 +46,7 @@ public class PlayerMovement : MonoBehaviour {
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}
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void FixedUpdate() {
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if (gameFlowManager.Paused)
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if (gameFlowManager.pauseLevel >= GameFlowManager.PauseLevel.WorldFreeze)
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return;
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if (safeZone != null && IsInSafeZone) {
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@ -70,16 +70,19 @@ public class PlayerMovement : MonoBehaviour {
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#region Inputs
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public void OnMove(InputAction.CallbackContext ctx) {
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moveDirection = ctx.ReadValue<Vector2>();
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if (moveDirection.sqrMagnitude > 1.0f)
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moveDirection.Normalize();
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if (gameFlowManager.CanDoAction) {
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moveDirection = ctx.ReadValue<Vector2>();
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if (moveDirection.sqrMagnitude > 1.0f)
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moveDirection.Normalize();
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}else //TODO Should set to zero via event or callback
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moveDirection = Vector2.zero;
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}
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public void OnJump(InputAction.CallbackContext ctx) {
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if (!ctx.WasPressedThisFrame(ref lastJumpButton))
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return;
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if (gameFlowManager.Paused || safeZone == null)
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if (!gameFlowManager.CanDoAction || safeZone == null)
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return;
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if (IsInSafeZone) {
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@ -18,10 +18,8 @@ public class VampireEntity : Entity {
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protected override void Update() {
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base.Update();
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if (gameFlowManager.Paused)
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return;
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TakeDamage(playerStats.bloodLossRate * Time.deltaTime, this);
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if (gameFlowManager.CanDoAction)
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TakeDamage(playerStats.bloodLossRate * Time.deltaTime, this);
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}
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// public override void TakeDamage(float amount) {
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@ -76,7 +76,7 @@ PlayerSettings:
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androidFullscreenMode: 1
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defaultIsNativeResolution: 1
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macRetinaSupport: 1
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runInBackground: 0
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runInBackground: 1
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captureSingleScreen: 0
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muteOtherAudioSources: 0
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Prepare IOS For Recording: 0
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