Some Nice UI

This commit is contained in:
Walter
2026-02-01 13:21:59 -06:00
parent 095296d5c2
commit 2814b6c7a2
22 changed files with 433 additions and 157 deletions
+53 -12
View File
@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
@@ -10,12 +11,17 @@ public class PlayerStressController : MonoBehaviour
[Header("Stress Settings")]
public float currentStress = 0f;
public float maxStress = 100f;
public bool isPanicking = false;
public bool isParalyzed = false;
// Define the event
public static event Action OnPlayerPanic;
public static event Action OnPlayerCalm;
[Header("Panic Settings")]
[SerializeField] private float panicDuration = 1.2f;
private float panicEndTime;
[SerializeField] private float paralyseDuration = 5f;
public bool IsPanicking => Time.time < panicEndTime;
void Start()
{
@@ -27,35 +33,59 @@ public class PlayerStressController : MonoBehaviour
{
while (true) // Runs for the lifetime of the object
{
ApplyStressLogic();
yield return ApplyStressLogic();
// Wait for exactly 1 second before running again
yield return new WaitForSeconds(1.0f);
}
}
void ApplyStressLogic()
IEnumerator ApplyStressLogic()
{
if (isParalyzed) yield break;
// Find all objects tagged as "Enemy"
List<GameObject> enemies = GameObject.FindGameObjectsWithTag("Interactable").Where(enemy => enemy.GetComponent<TrickController>() != null).ToList();
// Keep stress within 0 and Max
currentStress = Mathf.Clamp(currentStress, 0, maxStress);
currentStress += enemies.Count; // Increase stress based on number of enemies nearby
Debug.Log($"Current Stress: {currentStress}");
if (currentStress >= maxStress)
if (pickupController.heldObject != null && pickupController.heldObject.TryGetComponent<TrickController>(out _))
{
HandlePanic();
currentStress += 5; // Increase stress based on number of carried tricks
}
currentStress = Mathf.Clamp(currentStress, 0, maxStress);
if (!isPanicking && currentStress >= maxStress)
{
Debug.Log($"{currentStress}, {isPanicking}, {isParalyzed}");
yield return HandlePanic();
}
else if(isPanicking && currentStress < maxStress)
{
isPanicking = false;
HandleCalm();
Debug.Log("Player has calmed down.");
}
}
void HandlePanic()
IEnumerator HandlePanic()
{
panicEndTime = Time.time + panicDuration;
isPanicking = true;
Debug.Log("Player is freaking out man!");
// Add effects like screen shake or slowing down the player here
OnPlayerPanic?.Invoke(); // Trigger the panic event
yield return StartCoroutine(HandleParalyze());
}
void HandleCalm()
{
Debug.Log("Player is feeling better now!");
OnPlayerCalm?.Invoke(); // Trigger the calm event
}
public void ReduceStress(float amount)
@@ -64,4 +94,15 @@ public class PlayerStressController : MonoBehaviour
currentStress = Mathf.Clamp(currentStress, 0, maxStress);
Debug.Log($"Stress reduced by {amount}. Current Stress: {currentStress}");
}
IEnumerator HandleParalyze()
{
isParalyzed = true;
Debug.Log("Player is paralyzed.");
yield return new WaitForSecondsRealtime(paralyseDuration);
Debug.Log("Player has recovered from paralysis.");
isParalyzed = false;
}
}