feat: add robot boot sequence with input control management
This commit is contained in:
@@ -4,6 +4,7 @@ using UnityEngine.InputSystem;
|
||||
public class PlayerInputController : MonoBehaviour
|
||||
{
|
||||
public InputActionAsset InputActions;
|
||||
public bool InputEnabled { get; private set; } = true;
|
||||
|
||||
private InputAction m_moveAction;
|
||||
private InputAction m_lookAction;
|
||||
@@ -44,6 +45,17 @@ public class PlayerInputController : MonoBehaviour
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!InputEnabled)
|
||||
{
|
||||
MoveAmount = Vector2.zero;
|
||||
LookAmount = Vector2.zero;
|
||||
ShiftPressed = false;
|
||||
JumpPressed = false;
|
||||
ThrowPressed = false;
|
||||
HeadInteractionPressed = false;
|
||||
return;
|
||||
}
|
||||
|
||||
MoveAmount = m_moveAction.ReadValue<Vector2>();
|
||||
LookAmount = m_lookAction.ReadValue<Vector2>();
|
||||
|
||||
@@ -52,4 +64,9 @@ public class PlayerInputController : MonoBehaviour
|
||||
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
||||
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
|
||||
}
|
||||
|
||||
public void SetInputEnabled(bool enabled)
|
||||
{
|
||||
InputEnabled = enabled;
|
||||
}
|
||||
}
|
||||
264
Assets/Code/Scripts/Player/RobotBootSequence.cs
Normal file
264
Assets/Code/Scripts/Player/RobotBootSequence.cs
Normal file
@@ -0,0 +1,264 @@
|
||||
using System.Collections;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class RobotBootSequence : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
public PlayerInputController InputController;
|
||||
public Transform CameraTransform;
|
||||
|
||||
[Header("Timing")]
|
||||
public bool PlayOnStart = true;
|
||||
[Min(0.1f)] public float BootDuration = 2.4f;
|
||||
[Min(0.1f)] public float CharacterPerSecond = 40f;
|
||||
[Min(0f)] public float LinePause = 0.35f;
|
||||
[Min(0f)] public float DelayBeforeReveal = 0.4f;
|
||||
|
||||
[Header("Motion")]
|
||||
public Vector2 StartYawPitch = new Vector2(-30f, -20f);
|
||||
public float RollWobble = 2.5f;
|
||||
public float WobbleFrequency = 16f;
|
||||
public AnimationCurve EaseCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
|
||||
|
||||
[Header("Boot Text")]
|
||||
public Color BootTextColor = new Color(0.62f, 1f, 0.7f, 1f);
|
||||
public string[] BootLines =
|
||||
{
|
||||
"UNIT SB-3954 | preparing startup . . .",
|
||||
"verification of OS-5 . . . 4 . . . 3 . . . 2 . . . 1",
|
||||
"system integrity: OK",
|
||||
"motor bus: OK",
|
||||
"vision pipeline: ONLINE",
|
||||
"SYSTEM OK"
|
||||
};
|
||||
|
||||
[Header("Optional Audio")]
|
||||
public AudioSource BootAudioSource;
|
||||
|
||||
private bool m_IsPlaying;
|
||||
|
||||
private struct BootUI
|
||||
{
|
||||
public Canvas Canvas;
|
||||
public RectTransform LeftPanel;
|
||||
public RectTransform RightPanel;
|
||||
public TextMeshProUGUI Text;
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (InputController == null)
|
||||
{
|
||||
InputController = GetComponent<PlayerInputController>();
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (PlayOnStart)
|
||||
{
|
||||
StartCoroutine(PlayBootSequence());
|
||||
}
|
||||
}
|
||||
|
||||
[ContextMenu("Play Boot Sequence")]
|
||||
public void PlayBootSequenceFromMenu()
|
||||
{
|
||||
if (!Application.isPlaying || m_IsPlaying)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
StartCoroutine(PlayBootSequence());
|
||||
}
|
||||
|
||||
public IEnumerator PlayBootSequence()
|
||||
{
|
||||
if (m_IsPlaying)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
|
||||
m_IsPlaying = true;
|
||||
|
||||
if (InputController != null)
|
||||
{
|
||||
InputController.SetInputEnabled(false);
|
||||
}
|
||||
|
||||
if (BootAudioSource != null)
|
||||
{
|
||||
BootAudioSource.Play();
|
||||
}
|
||||
|
||||
if (CameraTransform == null)
|
||||
{
|
||||
m_IsPlaying = false;
|
||||
if (InputController != null)
|
||||
{
|
||||
InputController.SetInputEnabled(true);
|
||||
}
|
||||
yield break;
|
||||
}
|
||||
|
||||
Quaternion gameplayRotation = CameraTransform.localRotation;
|
||||
Quaternion fromRotation = Quaternion.Euler(StartYawPitch.y, StartYawPitch.x, 0f) * gameplayRotation;
|
||||
CameraTransform.localRotation = fromRotation;
|
||||
|
||||
BootUI bootUI = CreateBootUI();
|
||||
|
||||
yield return StartCoroutine(PlayBootText(bootUI.Text));
|
||||
|
||||
if (DelayBeforeReveal > 0f)
|
||||
{
|
||||
yield return new WaitForSeconds(DelayBeforeReveal);
|
||||
}
|
||||
|
||||
float elapsed = 0f;
|
||||
while (elapsed < BootDuration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / BootDuration);
|
||||
float eased = EaseCurve.Evaluate(t);
|
||||
|
||||
float wobbleFade = 1f - eased;
|
||||
float roll = Mathf.Sin(Time.time * WobbleFrequency) * RollWobble * wobbleFade;
|
||||
Quaternion wobbleRotation = Quaternion.Euler(0f, 0f, roll);
|
||||
|
||||
CameraTransform.localRotation = Quaternion.Slerp(fromRotation, gameplayRotation, eased) * wobbleRotation;
|
||||
|
||||
RectTransform rootRect = bootUI.Canvas.GetComponent<RectTransform>();
|
||||
float halfWidth = rootRect.rect.width * 0.5f;
|
||||
float leftTarget = -(halfWidth + 24f);
|
||||
float rightTarget = halfWidth + 24f;
|
||||
bootUI.LeftPanel.anchoredPosition = new Vector2(Mathf.Lerp(0f, leftTarget, eased), 0f);
|
||||
bootUI.RightPanel.anchoredPosition = new Vector2(Mathf.Lerp(0f, rightTarget, eased), 0f);
|
||||
|
||||
Color textColor = bootUI.Text.color;
|
||||
textColor.a = 1f - eased;
|
||||
bootUI.Text.color = textColor;
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
CameraTransform.localRotation = gameplayRotation;
|
||||
|
||||
if (bootUI.Canvas != null)
|
||||
{
|
||||
Destroy(bootUI.Canvas.gameObject);
|
||||
}
|
||||
|
||||
if (InputController != null)
|
||||
{
|
||||
InputController.SetInputEnabled(true);
|
||||
}
|
||||
|
||||
m_IsPlaying = false;
|
||||
}
|
||||
|
||||
private IEnumerator PlayBootText(TextMeshProUGUI label)
|
||||
{
|
||||
if (label == null || BootLines == null || BootLines.Length == 0)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
|
||||
label.text = string.Empty;
|
||||
float charDelay = CharacterPerSecond <= 0f ? 0f : 1f / CharacterPerSecond;
|
||||
|
||||
for (int i = 0; i < BootLines.Length; i++)
|
||||
{
|
||||
string line = BootLines[i];
|
||||
for (int c = 0; c < line.Length; c++)
|
||||
{
|
||||
label.text += line[c];
|
||||
if (charDelay > 0f)
|
||||
{
|
||||
yield return new WaitForSeconds(charDelay);
|
||||
}
|
||||
}
|
||||
|
||||
if (i < BootLines.Length - 1)
|
||||
{
|
||||
label.text += "\n";
|
||||
}
|
||||
|
||||
if (LinePause > 0f)
|
||||
{
|
||||
yield return new WaitForSeconds(LinePause);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private BootUI CreateBootUI()
|
||||
{
|
||||
BootUI ui = new BootUI();
|
||||
|
||||
GameObject canvasGO = new GameObject("RobotBootCanvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
Canvas canvas = canvasGO.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 5000;
|
||||
|
||||
CanvasScaler scaler = canvasGO.GetComponent<CanvasScaler>();
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = new Vector2(1920f, 1080f);
|
||||
scaler.matchWidthOrHeight = 0.5f;
|
||||
|
||||
RectTransform root = canvasGO.GetComponent<RectTransform>();
|
||||
root.anchorMin = Vector2.zero;
|
||||
root.anchorMax = Vector2.one;
|
||||
root.offsetMin = Vector2.zero;
|
||||
root.offsetMax = Vector2.zero;
|
||||
|
||||
RectTransform leftPanel = CreatePanel("LeftPanel", root, true);
|
||||
RectTransform rightPanel = CreatePanel("RightPanel", root, false);
|
||||
TextMeshProUGUI label = CreateBootLabel(root);
|
||||
|
||||
ui.Canvas = canvas;
|
||||
ui.LeftPanel = leftPanel;
|
||||
ui.RightPanel = rightPanel;
|
||||
ui.Text = label;
|
||||
|
||||
return ui;
|
||||
}
|
||||
|
||||
private RectTransform CreatePanel(string panelName, RectTransform parent, bool isLeft)
|
||||
{
|
||||
GameObject panelGO = new GameObject(panelName, typeof(RectTransform), typeof(Image));
|
||||
RectTransform rect = panelGO.GetComponent<RectTransform>();
|
||||
rect.SetParent(parent, false);
|
||||
rect.anchorMin = isLeft ? new Vector2(0f, 0f) : new Vector2(0.5f, 0f);
|
||||
rect.anchorMax = isLeft ? new Vector2(0.5f, 1f) : new Vector2(1f, 1f);
|
||||
rect.pivot = new Vector2(0.5f, 0.5f);
|
||||
rect.offsetMin = Vector2.zero;
|
||||
rect.offsetMax = Vector2.zero;
|
||||
rect.anchoredPosition = Vector2.zero;
|
||||
|
||||
Image image = panelGO.GetComponent<Image>();
|
||||
image.color = Color.black;
|
||||
|
||||
return rect;
|
||||
}
|
||||
|
||||
private TextMeshProUGUI CreateBootLabel(RectTransform parent)
|
||||
{
|
||||
GameObject textGO = new GameObject("BootText", typeof(RectTransform), typeof(TextMeshProUGUI));
|
||||
RectTransform rect = textGO.GetComponent<RectTransform>();
|
||||
rect.SetParent(parent, false);
|
||||
rect.anchorMin = new Vector2(0.13f, 0.5f);
|
||||
rect.anchorMax = new Vector2(0.13f, 0.5f);
|
||||
rect.pivot = new Vector2(0f, 0.5f);
|
||||
rect.sizeDelta = new Vector2(980f, 380f);
|
||||
|
||||
TextMeshProUGUI text = textGO.GetComponent<TextMeshProUGUI>();
|
||||
text.text = string.Empty;
|
||||
text.fontSize = 40f;
|
||||
text.alignment = TextAlignmentOptions.Left;
|
||||
text.color = BootTextColor;
|
||||
text.enableWordWrapping = true;
|
||||
|
||||
return text;
|
||||
}
|
||||
}
|
||||
11
Assets/Code/Scripts/Player/RobotBootSequence.cs.meta
Normal file
11
Assets/Code/Scripts/Player/RobotBootSequence.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6ef6855cd57b4f94b47f410d47e89ff1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user