PoisonZone fizy

This commit is contained in:
szczuras4
2025-06-04 18:03:43 +02:00
parent 002cca32bb
commit 9e5e321d34
3 changed files with 86 additions and 38 deletions

View File

@@ -18,8 +18,8 @@ public class PoisonZone : MonoBehaviour
[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).")]
public AnimationCurve loopingVolumeWeightCurve = new AnimationCurve(
new Keyframe(0, 0),
new Keyframe(0.5f, 0.8f), // Example: peaks at 0.8 halfway through
new Keyframe(1, 0) // Example: returns to 0 at the end of the cycle
new Keyframe(0.5f, 0.8f),
new Keyframe(1, 0)
);
[Tooltip("Duration of one full cycle of the looping animation, in seconds. Must be greater than 0.")]
@@ -38,10 +38,10 @@ public class PoisonZone : MonoBehaviour
private Player currentPlayerInZone;
private float timeSinceLastDamage = 0f;
private float timeSinceLastCough = 0f;
private bool playerCurrentlyInZone = false;
private bool playerCurrentlyInZone = false; // Ta flaga jest kluczowa dla logiki ponownego wejœcia
private float currentLoopProgress = 0f; // Postêp w bie¿¹cym cyklu pêtli (0 to 1)
private float currentFadeProgress = 0f; // Postêp fade-in/fade-out (0 to 1), kontroluje ogóln¹ intensywnoœæ pêtli
private float currentLoopProgress = 0f;
private float currentFadeProgress = 0f;
void Start()
{
@@ -57,63 +57,59 @@ public class PoisonZone : MonoBehaviour
}
else
{
// Ustaw pocz¹tkow¹ wagê na 0 (poniewa¿ currentFadeProgress jest 0)
poisonVolume.weight = 0f;
poisonVolume.enabled = false;
}
if (loopCycleDuration <= 0.001f) // Sprawdzenie, czy jest sensownie dodatni
if (loopCycleDuration <= 0.001f)
{
Debug.LogWarning("PoisonZone: Loop Cycle Duration should be greater than 0 for looping animation. Setting to 1s.", this);
loopCycleDuration = 1f; // Domyœlna wartoœæ, aby unikn¹æ dzielenia przez zero lub zbyt szybkich pêtli
loopCycleDuration = 1f;
}
}
void Update()
{
// --- Volume Animation Logic ---
if (poisonVolume != null)
{
// 1. Update Fade Progress (kontroluje ogóln¹ widocznoœæ/intensywnoœæ pêtli)
float targetFadeProgress = playerCurrentlyInZone ? 1.0f : 0.0f;
if (volumeFadeDuration > 0.001f)
{
float fadeStep = (1.0f / volumeFadeDuration) * Time.deltaTime;
currentFadeProgress = Mathf.MoveTowards(currentFadeProgress, targetFadeProgress, fadeStep);
}
else // Natychmiastowe w³¹czenie/wy³¹czenie pêtli (jeœli fade duration jest bliski 0)
else
{
currentFadeProgress = targetFadeProgress;
}
// 2. Update Loop Progress (tylko jeœli efekt jest przynajmniej czêœciowo "widoczny" lub gracz jest w strefie)
// To zapewnia, ¿e pêtla rusza, gdy tylko zaczyna siê fade-in.
if (playerCurrentlyInZone || currentFadeProgress > 0.001f)
{
currentLoopProgress += Time.deltaTime / loopCycleDuration;
// Zapêtlanie postêpu: if (currentLoopProgress >= 1.0f) currentLoopProgress -= 1.0f;
// Lub u¿ycie modulo dla p³ynniejszego przejœcia, gdy Time.deltaTime jest du¿e:
currentLoopProgress = currentLoopProgress % 1.0f;
}
// 3. Calculate and Apply Volume Weight
// Wartoœæ z krzywej pêtli jest mno¿ona przez postêp fade'owania.
float loopedWeightValue = loopingVolumeWeightCurve.Evaluate(currentLoopProgress);
poisonVolume.weight = loopedWeightValue * currentFadeProgress;
// 4. Manage Volume Enabled State
// W³¹czamy Volume, jeœli jego waga jest wystarczaj¹co du¿a, aby by³ widoczny.
bool shouldBeEnabled = poisonVolume.weight > 0.001f;
bool shouldBeEnabled;
if (currentFadeProgress > 0.001f)
{
shouldBeEnabled = true;
}
else
{
shouldBeEnabled = false;
}
if (poisonVolume.enabled != shouldBeEnabled)
{
poisonVolume.enabled = shouldBeEnabled;
}
}
// --- Damage and Sound Logic ---
if (playerCurrentlyInZone && currentPlayerInZone != null)
if (playerCurrentlyInZone && currentPlayerInZone != null) // Upewnij siê, ¿e currentPlayerInZone nie jest null
{
// Zadawanie obra¿eñ
timeSinceLastDamage += Time.deltaTime;
if (timeSinceLastDamage >= damageInterval)
{
@@ -121,7 +117,6 @@ public class PoisonZone : MonoBehaviour
timeSinceLastDamage = 0f;
}
// Odtwarzanie dŸwiêku kaszlu
if (coughSound != null && coughInterval > 0)
{
timeSinceLastCough += Time.deltaTime;
@@ -139,22 +134,26 @@ public class PoisonZone : MonoBehaviour
Player enteredPlayer = other.GetComponent<Player>();
if (enteredPlayer != null)
{
if (currentPlayerInZone == null || currentPlayerInZone != enteredPlayer)
// Ta logika powinna poprawnie obs³ugiwaæ ponowne wejœcie tego samego gracza
// oraz wejœcie nowego gracza.
if (currentPlayerInZone != enteredPlayer || !playerCurrentlyInZone)
{
currentPlayerInZone = enteredPlayer;
playerCurrentlyInZone = true;
timeSinceLastDamage = 0f;
timeSinceLastCough = 0f; // Reset timera kaszlu
// Jeœli to faktycznie nowy gracz LUB ten sam gracz, ale nie by³ 'aktywny' (playerCurrentlyInZone by³o false)
if (currentPlayerInZone != enteredPlayer)
{
currentPlayerInZone = enteredPlayer; // Zaktualizuj referencjê tylko jeœli to inny gracz
}
// Opcjonalnie: zresetuj postêp pêtli, aby zaczyna³a siê od pocz¹tku.
// currentLoopProgress = 0f;
// Jeœli chcesz, aby zaczyna³a siê p³ynnie od pocz¹tku przy ka¿dym wejœciu.
playerCurrentlyInZone = true; // Zawsze ustawiaj na true przy "aktywnym" wejœciu
timeSinceLastDamage = 0f;
timeSinceLastCough = 0f;
currentLoopProgress = 0f; // Resetuj pêtlê animacji Volume
if (coughSound != null)
{
PlayCoughSound(); // Kaszel od razu przy wejœciu
PlayCoughSound();
}
//Debug.Log(enteredPlayer.name + " entered poison zone: " + gameObject.name);
// Debug.Log($"{enteredPlayer.name} ENTERED/RE-ENTERED zone. playerCurrentlyInZone: {playerCurrentlyInZone}");
}
}
}
@@ -162,11 +161,12 @@ public class PoisonZone : MonoBehaviour
void OnTriggerExit(Collider other)
{
Player exitedPlayer = other.GetComponent<Player>();
if (exitedPlayer != null && exitedPlayer == currentPlayerInZone)
// Sprawdzamy, czy to TEN gracz, który by³ aktywnie œledzony w strefie i w³aœnie opuszcza.
if (exitedPlayer != null && exitedPlayer == currentPlayerInZone && playerCurrentlyInZone)
{
playerCurrentlyInZone = false;
// Nie zerujemy currentPlayerInZone tutaj, currentFadeProgress zajmie siê wygaszeniem efektu.
//Debug.Log(exitedPlayer.name + " exited poison zone: " + gameObject.name);
playerCurrentlyInZone = false; // Oznacz, ¿e gracz (ten konkretny) ju¿ nie jest aktywnie w strefie
// Debug.Log($"{exitedPlayer.name} EXITED zone. playerCurrentlyInZone: {playerCurrentlyInZone}");
// Nie zerujemy currentPlayerInZone, aby OnTriggerEnter mog³o poprawnie wykryæ powrót tego samego gracza.
}
}
@@ -177,7 +177,14 @@ public class PoisonZone : MonoBehaviour
var healthController = currentPlayerInZone.ThirdPersonController;
if (healthController != null && !healthController.isDead)
{
// Ta linia jest kluczowa dla pomijania animacji hita.
// Zak³ada, ¿e masz zmodyfikowany vDamage.cs (z polem ignoreHitEffects)
// oraz odpowiednie warunki w Player.cs i vHealthController.cs.
vDamage damageInstance = new vDamage(damageAmount, true);
// Jeœli vDamage(int, bool) nie istnieje, a vDamage.cs jest zmodyfikowane:
// vDamage damageInstance = new vDamage(damageAmount);
// damageInstance.ignoreHitEffects = true;
healthController.TakeDamage(damageInstance);
}
}

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@@ -0,0 +1,41 @@
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