massive number of fixes, removed compilation error, logs, negative scale issues, serialization issues ETC

This commit is contained in:
2024-11-25 15:15:55 +01:00
parent 48d565f77e
commit 8d766ed470
48 changed files with 1442 additions and 2434 deletions

View File

@@ -96,7 +96,7 @@ namespace Beyond
private Shader m_transparent;
private Shader m_opaque;
private int m_thresholID = Shader.PropertyToID("_Threshold");
private int m_baseColorID = Shader.PropertyToID("BaseColor");
private int m_baseColorID = Shader.PropertyToID("_BaseColor");
private int m_FresnelColorID = Shader.PropertyToID("_FresnelColor");
private int m_FresnelPowerID = Shader.PropertyToID("FresnelPower");
private int m_InvisibilityID = Shader.PropertyToID("_Invisibility");

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@@ -13,7 +13,7 @@ namespace Beyond
[SerializeField] private new Renderer renderer;
private string colorString = "BaseColor";
private string colorString = "_BaseColor";
public float movementDuration = 9f;

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@@ -135,7 +135,7 @@ namespace Beyond
[SerializeField] public MenuScroll menuScroll;
// [SerializeField]
private int faithRegenValue = 1;
//private int faithRegenValue = 1;
// private float faithRegenTime = 1f;
// private float faithCurrentTime = 0f;

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@@ -31,7 +31,7 @@ public class CollisionEventTrigger : MonoBehaviour
if (useTagFilter && collision.gameObject.tag != targetTag)
{
Debug.Log("Collision with object with different tag.");
//Debug.Log("Collision with object with different tag.");
return;
}
@@ -53,7 +53,7 @@ public class CollisionEventTrigger : MonoBehaviour
// Check if the event is assigned (not null)
if (OnCollisionEnterEvent != null)
{
Debug.Log("Event is being invoked.");
//Debug.Log("Event is being invoked.");
// Invoke the event
OnCollisionEnterEvent.Invoke();
}

View File

@@ -23,7 +23,7 @@ namespace Beyond
private const string SEQUENCE_END_TAG = "QTEEnd";
private bool startedFade = false;
//private bool startedFade = false;
public bool IsSequenceRunning { get => m_isSequenceRunning; }

View File

@@ -23,7 +23,7 @@ namespace Beyond
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
//DontDestroyOnLoad(gameObject);
}
else
{

View File

@@ -37,7 +37,7 @@ public static class CustomHierarchyDecorator
return;
}
Debug.Log("HierarchyDecoratorSettings loaded successfully.");
//Debug.Log("HierarchyDecoratorSettings loaded successfully.");
}
// Rysowanie nag³ówka

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@@ -78,8 +78,8 @@ namespace Beyond
m_meleeManager.onDamageHit.RemoveListener(OnDamageHit);
m_meleeManager.onRecoilHit.RemoveListener(OnDamageHit);
}
if (m_postProcessType == PostProcessType.ON_COMBAT)
GameStateManager.Instance.m_OnStateChanged.AddListener(OnGameStateChange);
if (m_postProcessType == PostProcessType.ON_COMBAT && GameStateManager.Instance != null)
GameStateManager.Instance.m_OnStateChanged.RemoveListener(OnGameStateChange);
}
[Button]

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@@ -10,6 +10,7 @@ using Sirenix.OdinInspector;
using SRF.Components;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
namespace Beyond
{
@@ -50,6 +51,7 @@ namespace Beyond
}
private static GameStateManager s_instance = null;
private static bool s_isDestroyed = false;
private float m_enemyDamageModifier = 1f;
public SaveData m_saveData = new();
private HashSet<string> m_CompabStates;
@@ -63,6 +65,11 @@ namespace Beyond
{
return s_instance;
}
else if (s_isDestroyed)
{
//don't recreate object after scene destorys it
return null;
}
else
{
var inst = FindObjectOfType<GameStateManager>();
@@ -80,7 +87,13 @@ namespace Beyond
return s_instance;
}
}
//public void OnSc
public override void OnDestroy()
{
base.OnDestroy();
s_isDestroyed = true;
// Debug.Log("Destroying GameStateManager");
}
//[ShowInInspector]
public Difficulty GameDifficulty => m_saveData.difficulty;
@@ -95,7 +108,7 @@ namespace Beyond
Destroy(this);
return;
}
SceneManager.sceneLoaded += SceneManager_sceneUnloaded;
s_instance = this;
//SetDifficulty(Difficulty.NORMAL);
m_CompabStates = new HashSet<string>();
@@ -109,6 +122,11 @@ namespace Beyond
m_IdleStates.Add("Flee");
m_IdleStates.Add("Patrol");
}
//reset isDestroyed, so object can be recreated for the next scene
private void SceneManager_sceneUnloaded(Scene arg0, LoadSceneMode arg1)
{
s_isDestroyed = false;
}
public enum State
{

View File

@@ -23,7 +23,7 @@ namespace Beyond
return;
}
m_bendEffectMax = m_material.GetFloat("_BendEffect");
m_initialColor = m_material.GetColor("BaseColor");
m_initialColor = m_material.GetColor("_BaseColor");
}
protected override void Start()
@@ -43,7 +43,7 @@ namespace Beyond
{
base.Heal();
m_material.DOFloat(0f, "_BendEffect", m_healTime).SetEase(m_easeType);
m_material.DOColor(m_targetColor, "BaseColor", m_healTime);
m_material.DOColor(m_targetColor, "_BaseColor", m_healTime);
}
@@ -52,7 +52,7 @@ namespace Beyond
{
base.Unheal();
m_material.DOFloat(m_bendEffectMax, "_BendEffect", m_healTime);//.SetEase(Ease.InOutElastic);
m_material.DOColor(m_initialColor, "BaseColor", m_healTime);
m_material.DOColor(m_initialColor, "_BaseColor", m_healTime);
}
// Update is called once per frame

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@@ -9,7 +9,7 @@ namespace Beyond
{
public class bThirdPersonController : vThirdPersonController
{
public bool triggerDieBehaviour = false;
//public bool triggerDieBehaviour = false;
protected bool m_isDashing;
protected bool m_GodMode = false;
@@ -208,7 +208,8 @@ namespace Beyond
base.OnTriggerExit(other);
}
//animation event handling
void DrawWeaponLowLeft() { }
}
}

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@@ -26,7 +26,7 @@ public class PostProcessController : MonoBehaviour
// Funkcja p<>ynnie w<><77>cza efekt post-processingu (od 0 do 1) w czasie ustawionym w duration
public void EnablePostProcessing()
{
if (volume != null)
if (volume != null && isActiveAndEnabled)
{
// Je<4A>li ju<6A> jest jaka<6B> coroutina w trakcie, zatrzymujemy j<>
if (currentCoroutine != null)

View File

@@ -23,6 +23,10 @@ namespace Beyond
if (i < treesStateData.Count)
{
treeControllers[i].health = treesStateData[i].health;
if (!treeControllers[i].isActiveAndEnabled && treesStateData[i].isEnabled)
{
treeControllers[i].gameObject.SetActiveUpHierarchy(true);
}
treeControllers[i].SetTreeStateInstant(treesStateData[i].treeState);
}
}
@@ -31,7 +35,7 @@ namespace Beyond
public override string RecordData()
{
List<TreeStateData> treesStateData = new();
treeControllers.ForEach(controller => treesStateData.Add(new TreeStateData(controller.currentTreeState, controller.health)));
treeControllers.ForEach(controller => treesStateData.Add(new TreeStateData(controller.currentTreeState, controller.health, controller.isActiveAndEnabled)));
TreesDataContainer treesDataContainer = new();
treesDataContainer.treesData = treesStateData;
Debug.Log(treesStateData.Count);

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@@ -34,11 +34,13 @@ namespace Beyond
{
public TreeState treeState;
public float health = 100;
public bool isEnabled = true;
public TreeStateData(TreeState treeState, float health)
public TreeStateData(TreeState treeState, float health, bool isEnabled)
{
this.treeState = treeState;
this.health = health;
this.isEnabled = isEnabled;
}
}
@@ -73,8 +75,8 @@ namespace Beyond
[SerializeField] private List<Renderer> woodRenderers, leavesRenderers;
private List<Material> woodMaterials = new(), leavesMaterials = new();
private string woodColorName = "BaseColor",
leavesColorName = "BaseColor";
private string woodColorName = "_BaseColor",
leavesColorName = "_BaseColor";
[SerializeField] public bItemListData items;
@@ -251,13 +253,17 @@ namespace Beyond
}
currentTreeState = treeState;
if (instant)
//TODO make sure that is enough to deal with saved state and disabled trees
if (gameObject.activeInHierarchy)
{
StartCoroutine(SetInstantTreeSizeCoroutine(animationValue, animationName, animLayer));
}
else
{
StartCoroutine(SetAnimationTreeCoroutine(animationValue, animationName, animLayer));
if (instant)
{
StartCoroutine(SetInstantTreeSizeCoroutine(animationValue, animationName, animLayer));
}
else
{
StartCoroutine(SetAnimationTreeCoroutine(animationValue, animationName, animLayer));
}
}
onStateChanged?.Invoke(currentTreeState);

View File

@@ -61,7 +61,7 @@ namespace Beyond
{
_reEnable = true;
events.onEnable?.Invoke();
Debug.Log("ColliderEventTrigger OnEnable");
//Debug.Log("ColliderEventTrigger OnEnable");
}
}

View File

@@ -61,7 +61,7 @@ namespace Beyond
{
return;
}
Debug.Log("On Unequiped weapon in area: "+area.name+" weapon: "+weapon.name);
//Debug.Log("On Unequiped weapon in area: "+area.name+" weapon: "+weapon.name);
//if current button type is gemstone, check if button should be active
m_currentWeapon = area.currentEquippedItem;
m_weaponPowerAttribute = m_currentWeapon.GetItemAttribute(bItemAttributes.Power);
@@ -76,7 +76,7 @@ namespace Beyond
{
return;
}
Debug.Log("On Unequiped weapon in area: "+area.name+" weapon: "+weapon.name);
//Debug.Log("On Unequiped weapon in area: "+area.name+" weapon: "+weapon.name);
if (m_currentWeaponGemable && weapon.GetItemAttribute(bItemAttributes.Power) !=null)
{
m_currentWeaponGemable = false;

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@@ -27,7 +27,7 @@ public class UIImageFader : MonoBehaviour
// Method to start the fade process
public void StartFade()
{
if (!isFading)
if (!isFading && gameObject.activeInHierarchy && enabled)
{
StartCoroutine(FadeRoutine());
}

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@@ -5,8 +5,9 @@ using UnityEngine;
namespace Beyond
{
[InitializeOnLoad]
public class DebugLoggerInitializer
public class DebugLoggerInitializer : MonoBehaviour
{
/*
static DebugLoggerInitializer()

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@@ -32,7 +32,16 @@ namespace Beyond
component = g.GetComponentInChildren<T>();
return component;
}
*/
*/
public static void SetActiveUpHierarchy(this GameObject g, bool active)
{
g.SetActive(active);
if (g.transform.parent)
{
SetActiveUpHierarchy(g.transform.parent.gameObject, active);
}
}
public static T FindComponentDownHierarchy<T>(this GameObject g) where T : Component
{
T component;

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@@ -41,7 +41,7 @@ namespace Beyond
public bool m_dontEnableUI = false;
private static VideoCutsceneController s_instance;
private static bool m_wasLoaded = false;
//private static bool m_wasLoaded = false;
private const string RESOURCE_PATH = "Prefabs/VideoCutsceneCanvas Variant";
public static VideoCutsceneController Instance
@@ -65,7 +65,7 @@ namespace Beyond
var resource = Resources.Load<GameObject>(RESOURCE_PATH);
if (resource)
{
m_wasLoaded = true;
//m_wasLoaded = true;
var gameobject = Instantiate<GameObject>(resource);
if (gameobject)
{