From 98f0713ebea7ab7cb8b1141258a58bdc2c1e04eb Mon Sep 17 00:00:00 2001 From: djkellerman Date: Thu, 17 Apr 2025 17:19:02 -0400 Subject: [PATCH 1/2] Few bug fixes Fixed `Time Left!` display. Added obstacle course ends for all 4 maps. Sets obstacle course end goals to only work on the correct gamemode. Set correct time limits for keep away in every map. --- Assets/Scenes/ObstanceWIP.unity | 55 ++++++++++++++- Assets/Scenes/Platform3 (MOUNTAIN).unity | 50 +++++++++++++- Assets/Scenes/Platformer With Headroom.unity | 67 ++++++++++++++++++- Assets/Scenes/Q2_(CITY) Keep_Away2.unity | 42 +++++++++++- Assets/Scenes/QQ_ObstanceWIP.unity | 55 ++++++++++++++- Assets/Scenes/Title Screen.unity | 10 +-- .../Scenes/[OUTDATED](CITY) Keep_Away2.unity | 50 +++++++++++++- Assets/Scripts/{ => Game}/AudioManager.cs | 0 .../Scripts/{ => Game}/AudioManager.cs.meta | 0 Assets/Scripts/{ => Game}/ObstacleCourse.cs | 0 .../Scripts/{ => Game}/ObstacleCourse.cs.meta | 0 Assets/Scripts/Game/ObstacleEnd.cs | 27 ++++++++ Assets/Scripts/Game/ObstacleEnd.cs.meta | 2 + 13 files changed, 346 insertions(+), 12 deletions(-) rename Assets/Scripts/{ => Game}/AudioManager.cs (100%) rename Assets/Scripts/{ => Game}/AudioManager.cs.meta (100%) rename Assets/Scripts/{ => Game}/ObstacleCourse.cs (100%) rename Assets/Scripts/{ => Game}/ObstacleCourse.cs.meta (100%) create mode 100644 Assets/Scripts/Game/ObstacleEnd.cs create mode 100644 Assets/Scripts/Game/ObstacleEnd.cs.meta diff --git a/Assets/Scenes/ObstanceWIP.unity b/Assets/Scenes/ObstanceWIP.unity index d6d4d4f..fad01e2 100644 --- a/Assets/Scenes/ObstanceWIP.unity +++ b/Assets/Scenes/ObstanceWIP.unity @@ -4455,8 +4455,48 @@ PrefabInstance: m_RemovedComponents: [] m_RemovedGameObjects: [] m_AddedGameObjects: [] - 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GameObject healthBar = Instantiate(healthBarPrefab); - healthBar.transform.localScale *= 1.5f; - healthBar.GetComponent().SetPlayer(player); - playerHealthBars[player] = healthBar; + CreateHealthBar(player); + + // Subscribe to the player's death and respawn events + var damageable = player.GetComponent(); + damageable.OnPlayerDeath += HandlePlayerDeath; + damageable.OnPlayerRespawn += HandlePlayerRespawn; } } } - private void OnGameEnd() // Destroys the health bars when the game ends + private void HandlePlayerRespawn(GameObject player) + { + if (!playerHealthBars.ContainsKey(player)) + { + CreateHealthBar(player); + } + } + + private void CreateHealthBar(GameObject player) + { + GameObject healthBar = Instantiate(healthBarPrefab); + healthBar.transform.localScale *= 1.5f; + healthBar.GetComponent().SetPlayer(player); + playerHealthBars[player] = healthBar; + } + + private void HandlePlayerDeath(GameObject player) + { + if (playerHealthBars.TryGetValue(player, out GameObject healthBar)) + { + Destroy(healthBar); + playerHealthBars.Remove(player); + } + } + + private void OnGameEnd() { foreach (var kvp in playerHealthBars) { Destroy(kvp.Value); } playerHealthBars.Clear(); + + // Unsubscribe from all player events + foreach (GameObject player in GameManager.players) + { + if (player != null && player.TryGetComponent(out var damageable)) + { + damageable.OnPlayerDeath -= HandlePlayerDeath; + damageable.OnPlayerRespawn -= HandlePlayerRespawn; + } + } } } } \ No newline at end of file diff --git a/Assets/Scripts/Player/Damageable.cs b/Assets/Scripts/Player/Damageable.cs index 254031b..ad477e1 100644 --- a/Assets/Scripts/Player/Damageable.cs +++ b/Assets/Scripts/Player/Damageable.cs @@ -17,6 +17,8 @@ public class Damageable : MonoBehaviour public bool damageSelfDebug = false; public bool dying = false; public event System.Action OnPlayerPunched; + public event System.Action OnPlayerDeath; + public event System.Action OnPlayerRespawn; private void Start() { @@ -111,7 +113,7 @@ public class Damageable : MonoBehaviour } animator.SetBool("die", true); dying = true; - + OnPlayerDeath?.Invoke(gameObject); AudioManager.Instance.PlaySound("Death Simple"); } } @@ -135,6 +137,9 @@ public class Damageable : MonoBehaviour { damageable.ResetDamage(); } + + // Trigger the player respawn event + OnPlayerRespawn?.Invoke(gameObject); } public void ResetDamage()