Additional Levels added. Mostly just base artwork so far.

This commit is contained in:
2026-03-26 21:31:29 +00:00
parent 644b56282e
commit b3b569e98f
131 changed files with 6151 additions and 6008 deletions

View File

@@ -26,6 +26,7 @@ namespace BriarQueen.Game.Levels.ChapterOne.VillageStreet
[Header("Zones")]
[SerializeField]
private StreetVines _vinesZone;
[SerializeField]
private InteractZone _plaqueZone;
@@ -35,8 +36,8 @@ namespace BriarQueen.Game.Levels.ChapterOne.VillageStreet
protected override UniTask PostLoadInternal()
{
bool gateOpen = SaveManager.GetLevelFlag(LevelFlag.StreetGateOpen);
bool vinesCut = SaveManager.GetLevelFlag(LevelFlag.StreetVinesCut) || gateOpen;
bool gateOpen = SaveManager.GetLevelFlag(LevelFlag.VillageStreetGateOpen);
bool vinesCut = SaveManager.GetLevelFlag(LevelFlag.VillageStreetVinesCut) || gateOpen;
if (gateOpen)
{
@@ -57,11 +58,12 @@ namespace BriarQueen.Game.Levels.ChapterOne.VillageStreet
await UniTask.Delay(TimeSpan.FromSeconds(1));
EventCoordinator.Publish(new FadeEvent(false, 0.8f));
await UniTask.Delay(TimeSpan.FromSeconds(0.8f));
_background.sprite = _vinesCutSprite;
SetZoneState(_plaqueZone, true);
SaveManager.SetLevelFlag(LevelFlag.StreetVinesCut, true);
await DeactivateVines();
SaveManager.SetLevelFlag(LevelFlag.VillageStreetVinesCut, true);
EventCoordinator.Publish(new FadeEvent(true, 0.8f));
}
@@ -69,9 +71,9 @@ namespace BriarQueen.Game.Levels.ChapterOne.VillageStreet
{
SetZoneState(_plaqueZone, vinesCut);
SetZoneState(_gateZone, gateOpen);
if(vinesCut)
DeactivateVines();
if (vinesCut)
DeactivateVines().Forget();
}
private void SetZoneState(InteractZone zone, bool active)
@@ -84,16 +86,9 @@ namespace BriarQueen.Game.Levels.ChapterOne.VillageStreet
zone.CanvasGroup.interactable = active;
}
private void DeactivateVines()
private async UniTask DeactivateVines()
{
var canvasGroup = _vinesZone.CanvasGroup;
if (!canvasGroup)
return;
canvasGroup.alpha = 0;
canvasGroup.blocksRaycasts = false;
canvasGroup.interactable = false;
await DestructionService.Destroy(_vinesZone.gameObject);
}
}
}