event controls WIP
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@@ -10,8 +10,8 @@ public class EventControls : MonoBehaviour
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[SerializeField] private Tile tile;
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[SerializeField] private Tile successTile;
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[SerializeField] private float framesPerControlTile = 15;
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[SerializeField] private float nextControlYOffset = 0;
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[SerializeField] private float nextControlXOffset = 0;
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[SerializeField] private int nextControlYOffset = 0;
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[SerializeField] private int nextControlXOffset = 0;
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[SerializeField] private float tileMapClearDelayInSeconds = 0.5f;
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private Tilemap tilemap;
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@@ -24,20 +24,38 @@ public class EventControls : MonoBehaviour
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private bool eventDrawn = false;
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private bool eventTriggered = false;
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private int eventCycleInSeconds = 4;
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private int eventCycleInSeconds = 2;
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private int eventCycleAccumalator = 0;
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private int tileMapClearDelayAccumalator = 0;
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private EventControlTile currentEventControl;
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private Collider2D currentPlayerCollider;
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private Collider2D currentEnemyCollider;
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private Queue<EventControlTile> eventControlTilesInCycle;
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private int framesPerSecond => 60;
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private Vector3Int nextControlOffSetAsVector => new Vector3Int(nextControlXOffset, nextControlYOffset, 0);
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public void TriggerEvent(Collider2D playerCollider, Collider2D enemyCollider)
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{
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currentPlayerCollider = playerCollider;
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currentEnemyCollider = enemyCollider;
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Physics2D.IgnoreCollision(playerCollider, enemyCollider, true);
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eventTriggered = true;
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}
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public bool IsEventTriggered()
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{
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return eventTriggered;
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}
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private void Start()
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{
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tilemap = GetComponent<Tilemap>();
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eventControlTilesInCycle = new Queue<EventControlTile>();
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eventTriggered = true; // TODO: TEST
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}
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private void Update()
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@@ -45,42 +63,17 @@ public class EventControls : MonoBehaviour
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if (eventTriggered)
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{
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SetTile();
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SetTileMapPosition();
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}
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else
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{
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nextControlAccumalator = 0;
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//SetTileMapPosition();
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}
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if (eventDrawn && eventTriggered)
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{
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if (currentEventControl == null)
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currentEventControl = eventControlTilesInCycle.Dequeue();
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if (Input.GetKeyDown(currentEventControl.keyCode))
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{
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tilemap.SetTile(currentEventControl.position, currentEventControl.successTile);
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currentEventControl = null;
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if (eventControlTilesInCycle.Count == 0)
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{
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eventTriggered = false;
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}
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}
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PerformControlEvent();
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}
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if (eventDrawn && !eventTriggered)
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{
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if (tileMapClearDelayAccumalator >= tileMapClearDelayInSeconds * framesPerSecond)
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{
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tilemap.ClearAllTiles();
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tileMapClearDelayAccumalator = 0;
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eventDrawn = false;
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}
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else
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{
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tileMapClearDelayAccumalator++;
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}
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Reset();
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}
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}
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@@ -92,7 +85,7 @@ public class EventControls : MonoBehaviour
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initialCameraPosition = GetCameraPosition();
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// Store tiles for event cycle
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var eventControlTile = new EventControlTile(KeyCode.W, tile, successTile, GetNextTilePosition()); /* TODO: Hard code */
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var eventControlTile = new EventControlTile(KeyCode.W, tile, successTile, GetNextTilePosition() + nextControlOffSetAsVector); /* TODO: Hard code */
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eventControlTilesInCycle.Enqueue(eventControlTile);
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tilemap.SetTile(eventControlTile.position, tile);
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@@ -105,8 +98,10 @@ public class EventControls : MonoBehaviour
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initialCameraPosition = null;
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eventDrawn = true;
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}
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nextControlAccumalator++;
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else
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{
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nextControlAccumalator++;
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}
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}
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private Vector3Int GetCameraPosition()
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@@ -122,9 +117,56 @@ public class EventControls : MonoBehaviour
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.GetValueOrDefault();
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}
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private void PerformControlEvent()
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{
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nextControlAccumalator = 0;
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if (currentEventControl == null)
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currentEventControl = eventControlTilesInCycle.Dequeue();
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if (Input.GetKeyDown(currentEventControl.keyCode))
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{
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tilemap.SetTile(currentEventControl.position, currentEventControl.successTile);
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currentEventControl = null;
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if (eventControlTilesInCycle.Count == 0)
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{
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eventTriggered = false;
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eventCycleAccumalator = 0;
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}
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}
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else if (eventCycleAccumalator >= eventCycleInSeconds * framesPerSecond)
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{
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}
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else
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{
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eventCycleAccumalator++;
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}
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}
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private void Reset()
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{
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if (tileMapClearDelayAccumalator >= tileMapClearDelayInSeconds * framesPerSecond)
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{
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tilemap.ClearAllTiles();
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tileMapClearDelayAccumalator = 0;
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eventDrawn = false;
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numberOfControlTilesSet = 0;
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Physics2D.IgnoreCollision(currentPlayerCollider, currentEnemyCollider, false);
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currentPlayerCollider = null;
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currentEnemyCollider = null;
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}
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else
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{
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tileMapClearDelayAccumalator++;
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}
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}
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private void SetTileMapPosition()
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{
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transform.position = camera.transform.position +
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new Vector3(nextControlXOffset, nextControlYOffset, 0); // offset
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new Vector3Int(nextControlXOffset, nextControlYOffset, 0); // offset
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}
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}
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