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{fileID: 2096198483} - {fileID: 1102438310} - {fileID: 465095258} + - {fileID: 218985453} diff --git a/Assets/Scripts/Enemy/EnemyMovement.cs b/Assets/Scripts/Enemy/EnemyMovement.cs index 937b8ee58e5e2d9812932d02d88adbdac8f3d194..3ee30caca8ab9a6f6f9450aa5cd921b9291f3460 100644 --- a/Assets/Scripts/Enemy/EnemyMovement.cs +++ b/Assets/Scripts/Enemy/EnemyMovement.cs @@ -20,6 +20,7 @@ namespace Nightmare EnemyHealth enemyHealth; NavMeshAgent nav; public float timer = 0f; + public static bool isFreeze = false; void Awake () { @@ -48,6 +49,16 @@ namespace Nightmare void Update () { + if (isFreeze && nav.isOnNavMesh) + { + nav.enabled = false; + return; + } + else if (!isFreeze && nav.isOnNavMesh) + { + nav.enabled = true; + } + if (!isPaused) { // If both the enemy and the player have health left... diff --git a/Assets/Scripts/Player/PlayerShooting.cs b/Assets/Scripts/Player/PlayerShooting.cs index c1e05cc110dc1103bdaa54a4028b87fa0c8222bb..1bbb2228a3e43878460e6ee35c5e5b14af857a33 100644 --- a/Assets/Scripts/Player/PlayerShooting.cs +++ b/Assets/Scripts/Player/PlayerShooting.cs @@ -4,6 +4,8 @@ using System.Text; using UnitySampleAssets.CrossPlatformInput; using System.Collections.Generic; using System; +using System.Collections; +using UnityEngine.Playables; namespace Nightmare { @@ -13,7 +15,7 @@ namespace Nightmare public float grenadeSpeed = 200f; public float grenadeFireDelay = 0.5f; public float damagePercent = 1; - int grenadeStock = 99; + int grenadeStock = int.MaxValue; float timer, grenadeTimer; public List<GameObject> weaponsList; @@ -21,6 +23,9 @@ namespace Nightmare private int currWeaponIdx; [SerializeField] Transform weaponPos; float realWeaponDamage; + + // For skill cutscene + PlayableDirector director; private UnityAction listener; @@ -31,6 +36,18 @@ namespace Nightmare ChangeWeapon(0); AdjustGrenadeStock(0); + GameObject directorObject = GameObject.Find("Timeline"); + + // Get the PlayableDirector component + if (directorObject != null) + { + director = directorObject.GetComponent<PlayableDirector>(); + } + else + { + Debug.Log("Director Object Null"); + } + listener = new UnityAction(CollectGrenade); EventManager.StartListening("GrenadePickup", CollectGrenade); @@ -171,13 +188,41 @@ namespace Nightmare void ShootGrenade() { + StartCoroutine(ShootCutscene()); + + //GameObject clone = Instantiate(grenade, transform.position, Quaternion.identity); + //Grenade grenadeClone = clone.GetComponent<Grenade>(); + //grenadeClone.Shoot(grenadeSpeed * transform.forward); + } + + IEnumerator ShootCutscene() + { + // Freeze the enemies + FreezeEnemies(); + + // Play the cutscene + director.Play(); + + // Wait for the cutscene to finish + yield return new WaitForSeconds((float)director.duration); + + // Unfreeze the enemies + UnfreezeEnemies(); + AdjustGrenadeStock(-1); grenadeTimer = 0; GameObject clone = PoolManager.Pull("Grenade", transform.position, Quaternion.identity); EventManager.TriggerEvent("ShootGrenade", grenadeSpeed * transform.forward); - 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