Add scene transitions, lose sanity points

This commit is contained in:
2022-08-20 19:04:34 -07:00
parent 349c4dc4b6
commit 886b957039
21 changed files with 1178 additions and 1861 deletions

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using System.Collections;
using UnityEngine;
namespace Scampz.GameJam.Assets.Scripts.SceneManagement
{
@@ -6,18 +7,38 @@ namespace Scampz.GameJam.Assets.Scripts.SceneManagement
{
[SerializeField]
private Transform _spawnPoint;
[SerializeField]
private Camera[] camerasToActivate;
private void OnTriggerEnter(Collider collider)
{
if (collider.CompareTag("Player"))
{
var player = GameObject.FindGameObjectWithTag("Player");
var cc = player.GetComponent<CharacterController>();
cc.enabled = false;
player.transform.position = _spawnPoint.position;
player.transform.rotation = _spawnPoint.rotation;
cc.enabled = true;
StartCoroutine(LoadNextLevel());
}
}
private IEnumerator LoadNextLevel()
{
var levelChanger = FindObjectOfType<LevelChanger>();
levelChanger.FadeAnimation();
yield return null;
yield return new WaitForSeconds(3.0f);
var player = GameObject.FindGameObjectWithTag("Player");
player.SetActive(false);
var cc = player.GetComponent<CharacterController>();
cc.enabled = false;
player.transform.position = _spawnPoint.position;
player.transform.rotation = _spawnPoint.rotation;
cc.enabled = true;
yield return null;
var allCamerasInCurrentScene = FindObjectsOfType<Camera>();
foreach (var sceneCamera in allCamerasInCurrentScene)
sceneCamera.enabled = false;
foreach (var camera in camerasToActivate)
camera.enabled = true;
player.SetActive(true);
yield return null;
}
}
}