PoisonZone fizy
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@@ -18,8 +18,8 @@ public class PoisonZone : MonoBehaviour
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[Tooltip("Animation curve for ONE CYCLE of the looping Volume weight. X-axis (Time) from 0 to 1. Y-axis (Value) is the weight intensity (e.g., 0 to 1, where 1 is full effect defined by the curve values).")]
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public AnimationCurve loopingVolumeWeightCurve = new AnimationCurve(
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new Keyframe(0, 0),
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new Keyframe(0.5f, 0.8f), // Example: peaks at 0.8 halfway through
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new Keyframe(1, 0) // Example: returns to 0 at the end of the cycle
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new Keyframe(0.5f, 0.8f),
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new Keyframe(1, 0)
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);
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[Tooltip("Duration of one full cycle of the looping animation, in seconds. Must be greater than 0.")]
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@@ -38,10 +38,10 @@ public class PoisonZone : MonoBehaviour
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private Player currentPlayerInZone;
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private float timeSinceLastDamage = 0f;
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private float timeSinceLastCough = 0f;
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private bool playerCurrentlyInZone = false;
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private bool playerCurrentlyInZone = false; // Ta flaga jest kluczowa dla logiki ponownego wejœcia
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private float currentLoopProgress = 0f; // Postêp w bie¿¹cym cyklu pêtli (0 to 1)
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private float currentFadeProgress = 0f; // Postêp fade-in/fade-out (0 to 1), kontroluje ogóln¹ intensywnoœæ pêtli
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private float currentLoopProgress = 0f;
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private float currentFadeProgress = 0f;
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void Start()
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{
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@@ -57,63 +57,59 @@ public class PoisonZone : MonoBehaviour
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}
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else
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{
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// Ustaw pocz¹tkow¹ wagê na 0 (poniewa¿ currentFadeProgress jest 0)
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poisonVolume.weight = 0f;
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poisonVolume.enabled = false;
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}
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if (loopCycleDuration <= 0.001f) // Sprawdzenie, czy jest sensownie dodatni
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if (loopCycleDuration <= 0.001f)
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{
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Debug.LogWarning("PoisonZone: Loop Cycle Duration should be greater than 0 for looping animation. Setting to 1s.", this);
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loopCycleDuration = 1f; // Domyœlna wartoœæ, aby unikn¹æ dzielenia przez zero lub zbyt szybkich pêtli
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loopCycleDuration = 1f;
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}
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}
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void Update()
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{
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// --- Volume Animation Logic ---
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if (poisonVolume != null)
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{
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// 1. Update Fade Progress (kontroluje ogóln¹ widocznoœæ/intensywnoœæ pêtli)
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float targetFadeProgress = playerCurrentlyInZone ? 1.0f : 0.0f;
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if (volumeFadeDuration > 0.001f)
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{
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float fadeStep = (1.0f / volumeFadeDuration) * Time.deltaTime;
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currentFadeProgress = Mathf.MoveTowards(currentFadeProgress, targetFadeProgress, fadeStep);
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}
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else // Natychmiastowe w³¹czenie/wy³¹czenie pêtli (jeœli fade duration jest bliski 0)
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else
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{
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currentFadeProgress = targetFadeProgress;
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}
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// 2. Update Loop Progress (tylko jeœli efekt jest przynajmniej czêœciowo "widoczny" lub gracz jest w strefie)
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// To zapewnia, ¿e pêtla rusza, gdy tylko zaczyna siê fade-in.
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if (playerCurrentlyInZone || currentFadeProgress > 0.001f)
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{
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currentLoopProgress += Time.deltaTime / loopCycleDuration;
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// Zapêtlanie postêpu: if (currentLoopProgress >= 1.0f) currentLoopProgress -= 1.0f;
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// Lub u¿ycie modulo dla p³ynniejszego przejœcia, gdy Time.deltaTime jest du¿e:
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currentLoopProgress = currentLoopProgress % 1.0f;
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}
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// 3. Calculate and Apply Volume Weight
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// Wartoœæ z krzywej pêtli jest mno¿ona przez postêp fade'owania.
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float loopedWeightValue = loopingVolumeWeightCurve.Evaluate(currentLoopProgress);
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poisonVolume.weight = loopedWeightValue * currentFadeProgress;
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// 4. Manage Volume Enabled State
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// W³¹czamy Volume, jeœli jego waga jest wystarczaj¹co du¿a, aby by³ widoczny.
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bool shouldBeEnabled = poisonVolume.weight > 0.001f;
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bool shouldBeEnabled;
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if (currentFadeProgress > 0.001f)
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{
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shouldBeEnabled = true;
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}
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else
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{
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shouldBeEnabled = false;
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}
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if (poisonVolume.enabled != shouldBeEnabled)
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{
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poisonVolume.enabled = shouldBeEnabled;
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}
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}
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// --- Damage and Sound Logic ---
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if (playerCurrentlyInZone && currentPlayerInZone != null)
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if (playerCurrentlyInZone && currentPlayerInZone != null) // Upewnij siê, ¿e currentPlayerInZone nie jest null
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{
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// Zadawanie obra¿eñ
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timeSinceLastDamage += Time.deltaTime;
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if (timeSinceLastDamage >= damageInterval)
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{
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@@ -121,7 +117,6 @@ public class PoisonZone : MonoBehaviour
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timeSinceLastDamage = 0f;
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}
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// Odtwarzanie dŸwiêku kaszlu
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if (coughSound != null && coughInterval > 0)
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{
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timeSinceLastCough += Time.deltaTime;
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@@ -139,22 +134,26 @@ public class PoisonZone : MonoBehaviour
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Player enteredPlayer = other.GetComponent<Player>();
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if (enteredPlayer != null)
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{
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if (currentPlayerInZone == null || currentPlayerInZone != enteredPlayer)
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// Ta logika powinna poprawnie obs³ugiwaæ ponowne wejœcie tego samego gracza
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// oraz wejœcie nowego gracza.
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if (currentPlayerInZone != enteredPlayer || !playerCurrentlyInZone)
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{
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currentPlayerInZone = enteredPlayer;
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playerCurrentlyInZone = true;
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timeSinceLastDamage = 0f;
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timeSinceLastCough = 0f; // Reset timera kaszlu
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// Jeœli to faktycznie nowy gracz LUB ten sam gracz, ale nie by³ 'aktywny' (playerCurrentlyInZone by³o false)
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if (currentPlayerInZone != enteredPlayer)
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{
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currentPlayerInZone = enteredPlayer; // Zaktualizuj referencjê tylko jeœli to inny gracz
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}
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// Opcjonalnie: zresetuj postêp pêtli, aby zaczyna³a siê od pocz¹tku.
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// currentLoopProgress = 0f;
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// Jeœli chcesz, aby zaczyna³a siê p³ynnie od pocz¹tku przy ka¿dym wejœciu.
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playerCurrentlyInZone = true; // Zawsze ustawiaj na true przy "aktywnym" wejœciu
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timeSinceLastDamage = 0f;
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timeSinceLastCough = 0f;
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currentLoopProgress = 0f; // Resetuj pêtlê animacji Volume
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if (coughSound != null)
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{
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PlayCoughSound(); // Kaszel od razu przy wejœciu
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PlayCoughSound();
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}
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//Debug.Log(enteredPlayer.name + " entered poison zone: " + gameObject.name);
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// Debug.Log($"{enteredPlayer.name} ENTERED/RE-ENTERED zone. playerCurrentlyInZone: {playerCurrentlyInZone}");
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}
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}
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}
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@@ -162,11 +161,12 @@ public class PoisonZone : MonoBehaviour
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void OnTriggerExit(Collider other)
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{
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Player exitedPlayer = other.GetComponent<Player>();
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if (exitedPlayer != null && exitedPlayer == currentPlayerInZone)
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// Sprawdzamy, czy to TEN gracz, który by³ aktywnie œledzony w strefie i w³aœnie opuszcza.
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if (exitedPlayer != null && exitedPlayer == currentPlayerInZone && playerCurrentlyInZone)
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{
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playerCurrentlyInZone = false;
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// Nie zerujemy currentPlayerInZone tutaj, currentFadeProgress zajmie siê wygaszeniem efektu.
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//Debug.Log(exitedPlayer.name + " exited poison zone: " + gameObject.name);
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playerCurrentlyInZone = false; // Oznacz, ¿e gracz (ten konkretny) ju¿ nie jest aktywnie w strefie
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// Debug.Log($"{exitedPlayer.name} EXITED zone. playerCurrentlyInZone: {playerCurrentlyInZone}");
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// Nie zerujemy currentPlayerInZone, aby OnTriggerEnter mog³o poprawnie wykryæ powrót tego samego gracza.
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}
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}
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@@ -177,7 +177,14 @@ public class PoisonZone : MonoBehaviour
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var healthController = currentPlayerInZone.ThirdPersonController;
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if (healthController != null && !healthController.isDead)
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{
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// Ta linia jest kluczowa dla pomijania animacji hita.
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// Zak³ada, ¿e masz zmodyfikowany vDamage.cs (z polem ignoreHitEffects)
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// oraz odpowiednie warunki w Player.cs i vHealthController.cs.
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vDamage damageInstance = new vDamage(damageAmount, true);
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// Jeœli vDamage(int, bool) nie istnieje, a vDamage.cs jest zmodyfikowane:
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// vDamage damageInstance = new vDamage(damageAmount);
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// damageInstance.ignoreHitEffects = true;
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healthController.TakeDamage(damageInstance);
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}
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}
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BIN
Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Audio/Player_cough.ogg
vendored
Normal file
BIN
Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Audio/Player_cough.ogg
vendored
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Binary file not shown.
41
Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Audio/Player_cough.ogg.meta
vendored
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41
Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Audio/Player_cough.ogg.meta
vendored
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@@ -0,0 +1,41 @@
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fileFormatVersion: 2
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guid: 08f8ddcc9fadca44b88de3155aa75c5e
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AudioImporter:
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externalObjects: {}
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serializedVersion: 8
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defaultSettings:
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serializedVersion: 2
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loadType: 0
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sampleRateSetting: 0
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sampleRateOverride: 44100
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compressionFormat: 0
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quality: 1
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conversionMode: 0
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preloadAudioData: 0
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platformSettingOverrides:
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4:
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serializedVersion: 2
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loadType: 0
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sampleRateSetting: 0
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sampleRateOverride: 44100
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compressionFormat: 0
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quality: 1
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conversionMode: 0
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preloadAudioData: 0
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7:
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serializedVersion: 2
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loadType: 0
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sampleRateSetting: 0
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sampleRateOverride: 44100
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compressionFormat: 1
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quality: 1
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conversionMode: 0
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preloadAudioData: 0
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forceToMono: 0
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normalize: 1
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loadInBackground: 0
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ambisonic: 0
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3D: 1
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userData:
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assetBundleName:
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assetBundleVariant:
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