Forum begins after the advertisement:
[Part 5] Time freezes when a transition scene is hit
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › [Part 5] Time freezes when a transition scene is hit
- This topic has 4 replies, 2 voices, and was last updated 4 months, 3 weeks ago by MI NI.
-
AuthorPosts
-
July 15, 2024 at 1:57 pm #15286::
I’ve made the fix for the issue in part five, but I’m finding that in some cases the game freezes when the transition scene is hit, and I’m not sure why. I recorded a video for reference. You can see the time when time was frozen. The player seemed to have left the invincible state when changing scenes and was hit, causing time to freeze.
If you need any more information, please let me know.
PlayerController.cs
<code>using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UIElements; using UnityEngine.UI; public class PlayerController : MonoBehaviour { [Header("水平移動")] [SerializeField] private float walkSpeed = 1; //走路速度 [Space(5)] [Header("垂直移動")] [SerializeField] private float jumpForce = 45; //跳躍速度 private int jumpBufferCounter = 0; //按下按鈕儲存指令 [SerializeField] private int jumpBufferFrames; //按下按鈕儲存指令時間/偵 private float coyoteTimeCounter = 0; //土狼時間 [SerializeField] private float coyoteTime; //土狼時間/偵 private int airJumpCounter = 0; [SerializeField] private int maxAirJumps; [SerializeField] private float fallMultiplier = 2.5f; [SerializeField] private float lowJumpMulitiplier = 2f; [Space(5)] [Header("WallJump")] [SerializeField] private float wallSlidingSpeed; //滑行速度 [SerializeField] private Transform wallCheck; //牆壁檢查點 [SerializeField] private LayerMask wallLayer; [SerializeField] private float wallJumpingDuration; //蹬牆跳持續時間 [SerializeField] private Vector2 wallJumpPower; float wallJumpingDirection; bool isWallSliding; bool isWallJumping; [Space(5)] [Header("地面檢查")] [SerializeField] private Transform groundCheckPoint; //地面檢查點 [SerializeField] private float groundCheckY = 0.2f; // [SerializeField] private float groundCheckX = 0.5f; // [SerializeField] private LayerMask whatIsGround; //檢查是否在地面 [Space(5)] [Header("衝刺")] [SerializeField] private float dashSpeed; //衝刺速度 [SerializeField] private float dashTime; //衝刺時間 [SerializeField] private float dashCooldown; //衝刺冷卻 [Space(5)] [Header("攻擊")] [SerializeField] private float timeBetweenAttack; //攻擊時間 [SerializeField] Transform SideAttackTransform, UpAttackTransform, DownAttackTransform; //不同方向攻擊位置 [SerializeField] Vector2 SideAttackArea, UpAttackArea, DownAttackArea; //不同方向攻擊範圍 [SerializeField] LayerMask attackableLayer; //可攻擊的對象圖層 [SerializeField] float damage; //傷害 [SerializeField] GameObject slashEffect; //劍氣效果 private bool attack = false; private float timeSinceAttack; bool restoreTime; public float restoreTimeSpeed; [Space(5)] [Header("後座力")] [SerializeField] int recilXSteps = 5; [SerializeField] int recilYSteps = 5; [SerializeField] float recilXSpeed = 5; [SerializeField] float recilYSpeed = 5; private int stepsXRecoiled, stepsYRecoiled; [Space(5)] [Header("血量")] public float health; //當前血量 public float maxHealth; //最大血量 [SerializeField] GameObject hitEffect; //被擊效果 [SerializeField] float hitFlashSpeed; //受傷角色閃爍 float healTimer; [SerializeField] float timeToheal; [Space(5)] [Header("血量圖片")] public Text healthText; //血量文字 public UnityEngine.UI.Image healthImage; //血量圖片 public UnityEngine.UI.Image healthEffect; //血量緩衝特效 public float effectTime = 0.5f; //緩衝持續時間 private Coroutine updateCoroutine; [Space(5)] [Header("魔力")] [SerializeField] float mana; //魔力量 [SerializeField] float maxMana; //最大魔力量 [SerializeField] float manaDrainSpeed; //魔力消耗速度 [SerializeField] float manaGain; //獲得魔力 [SerializeField] UnityEngine.UI.Image manaImage; //魔力圖片 [Header("技能")] [SerializeField] float manaSpellCost = 0.3f; //法術消耗 [SerializeField] float timeBetweenCast = 0.5f; //攻擊間隔速度 [SerializeField] GameObject sideSpellFireball; //火球物件Prefab float timeSinceCast; float castOrHealtimer; [Header("相機")] [SerializeField] private float playerFallSpeedTheshold = -10; [HideInInspector] public PlayerStateList pState; //取得緩衝輸入腳本 [HideInInspector] public Rigidbody2D rb; private Animator anim; private SpriteRenderer sr; private float gravity; //重力 private float xAxis, yAxis; //取得XY軸輸入 private bool canDash = true; private bool dashed; private bool canFlash = true; bool openMap; //開啟地圖 bool openInventory; //開啟背包 //解鎖能力 public bool unlockWallJump; public bool unlockDash; public bool unlockAirJump; public bool unlockSideSpell = false; public static PlayerController Instance; //防止多個重複的玩家腳本出現 private void Awake() { if(Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } DontDestroyOnLoad(gameObject); } void Start() { pState = GetComponent<PlayerStateList>(); rb = GetComponent<Rigidbody2D>(); sr = GetComponent<SpriteRenderer>(); anim = GetComponent<Animator>(); gravity = rb.gravityScale; Health = maxHealth; //Save之後不再需要 Mana = maxMana; healthImage.fillAmount = health / maxHealth; healthEffect.fillAmount = health / maxHealth; healthText.text = health.ToString() + "/" + maxHealth.ToString(); manaImage.fillAmount = Mana; SaveData.Instance.LoadPlayerData(); if (Health == 0) { pState.alive = false; GameManager.Instance.RespawnPlayer(); } } private void OnDrawGizmos() { Gizmos.color = Color.red; Gizmos.DrawWireCube(SideAttackTransform.position, SideAttackArea); Gizmos.DrawWireCube(UpAttackTransform.position, UpAttackArea); Gizmos.DrawWireCube(DownAttackTransform.position, DownAttackArea); //Gizmos.DrawWireCube(wallCheck.position, ) } void Update() { if (GameManager.Instance.gameIsPaused) return; if (pState.cutscene) return; if (pState.alive) { GetInputs(); ToggleMap(); ToggleInventory(); } UpdateJumpVariables(); RestoreTimeScale(); UpdateCameraYDampForPlayerFall(); if(pState.alive) { Heal(); } if (pState.dashing || pState.healing) return; if(pState.alive) { if(!isWallJumping) { Flip(); Move(); Jump(); } if(unlockWallJump) { WallSlide(); WallJump(); } if(unlockDash) { StartDash(); } Attack(); CastSpell(); } FlashWhileInvincible(); } private void FixedUpdate() { if (pState.cutscene) return; if (pState.dashing || pState.healing) return; Recoil(); } void GetInputs() //獲取輸入 { xAxis = Input.GetAxisRaw("Horizontal"); yAxis = Input.GetAxisRaw("Vertical"); attack = Input.GetButtonDown("Attack"); openMap = Input.GetButton("Map"); openInventory = Input.GetButton("Inventory"); if (Input.GetButton("Cast/Heal")) { castOrHealtimer += Time.deltaTime; } /* else { castOrHealtimer = 0; } */ } void ToggleMap() { if(openMap) { UIManager.Instance.mapHandler.SetActive(true); } else { UIManager.Instance.mapHandler.SetActive(false); } } void ToggleInventory() { if (openInventory) { UIManager.Instance.inventory.SetActive(true); } else { UIManager.Instance.inventory.SetActive(false); } } void Flip() //翻轉 { if(xAxis < 0) { transform.localScale = new Vector2(-1, transform.localScale.y); pState.lookingRight = false; } else if(xAxis >0) { transform.localScale = new Vector2(1, transform.localScale.y); pState.lookingRight = true; } } private void Move() //移動 { if (pState.healing) rb.velocity = new Vector2(0, 0); //如果玩家正在治療則無法移動 rb.velocity = new Vector2(walkSpeed * xAxis ,rb.velocity.y); anim.SetBool("Walk", rb.velocity.x !=0 && Grounded()); } void UpdateCameraYDampForPlayerFall() { //if falling past a certain speed threshold if (rb.velocity.y < playerFallSpeedTheshold && !CameraManager.Instance.isLerpingYDamp && !CameraManager.Instance.hasLerpingYDamping) { StartCoroutine(CameraManager.Instance.LerpYDamping(true)); } //if standing stil or moveing up if(rb.velocity.y >= 0 && !CameraManager.Instance.isLerpingYDamp && CameraManager.Instance.hasLerpingYDamping) { //reset camera funtion CameraManager.Instance.hasLerpingYDamping = false; StartCoroutine(CameraManager.Instance.LerpYDamping(false)); } } void StartDash() //衝刺 { if(Input.GetButtonDown("Dash") && canDash && !dashed) { StartCoroutine(Dash()); dashed = true; } if(Grounded()) { dashed = false; } } IEnumerator Dash() { canDash = false; pState.dashing = true; anim.SetTrigger("Dash"); rb.gravityScale = 0; int _dir = pState.lookingRight ? 1 : -1; rb.velocity = new Vector2(_dir * dashSpeed, 0); yield return new WaitForSeconds(dashTime); rb.gravityScale = gravity; pState.dashing = false; yield return new WaitForSeconds(dashCooldown); canDash = true; } public IEnumerator WalkIntoNewScene(Vector2 _exitDir, float _delay) //過場動畫 { pState.invincible = true; if(_exitDir.y > 0) //如果退出位置為向上 { rb.velocity = jumpForce * _exitDir; } //如果退出位置為水平移動 if(_exitDir.x != 0) { xAxis = _exitDir.x > 0 ? 1 : -1; Move(); } Flip(); yield return new WaitForSeconds(_delay); pState.invincible = false; pState.cutscene = false; } void Attack() //攻擊 { timeSinceAttack += Time.deltaTime; if(attack && timeSinceAttack >= timeBetweenAttack) { timeSinceAttack = 0; anim.SetTrigger("Attack"); if(yAxis == 0 || yAxis < 0 && Grounded()) //如果玩家在地面上且沒有按住"上",正常攻擊 { int _recoilLeftOrRight = pState.lookingRight ? 1 : -1; Hit(SideAttackTransform, SideAttackArea, ref pState.recoilingX, Vector2.right * _recoilLeftOrRight, recilXSpeed); Instantiate(slashEffect, SideAttackTransform); } else if(yAxis > 0) //如果按住"上",上攻擊 { Hit(UpAttackTransform, UpAttackArea, ref pState.recoilingY, Vector2.up, recilYSpeed); SlashEffectAtAngle(slashEffect, 90, UpAttackTransform); } else if (yAxis < 0 && !Grounded()) //如果不在地面且按住"下",下攻擊 { Hit(DownAttackTransform, DownAttackArea, ref pState.recoilingY, Vector2.down, recilYSpeed); SlashEffectAtAngle(slashEffect, -90, DownAttackTransform); } } } private void Hit(Transform _attackTransfrom, Vector2 _attackArea, ref bool _recoilBool,Vector2 _recoilDir , float _recoilStrength) //給予傷害 { Collider2D[] objectsToHit = Physics2D.OverlapBoxAll(_attackTransfrom.position, _attackArea, 0, attackableLayer); List<Enemy> hitEnemise = new List<Enemy>(); if(objectsToHit.Length > 0) { //Debug.Log("Hit"); _recoilBool = true; } for(int i = 0; i < objectsToHit.Length; i++) { if(objectsToHit[i].GetComponent<Enemy>() != null) { objectsToHit[i].GetComponent<Enemy>().EnemyHit(damage, _recoilDir , _recoilStrength) ; /* Enemy e = objectsToHit[i].GetComponent<Enemy>(); if(e && !hitEnemise.Contains(e)) { e.EnemyHit(damage, (transform.position - objectsToHit[i].transform.position).normalized, _recoilStrength); hitEnemise.Add(e); } */ if (objectsToHit[i].CompareTag("Monster")) //打到怪物增加魔力 { Mana += manaGain; } } } } void SlashEffectAtAngle(GameObject _slashEffect, int _effectAngle, Transform _attackTransform) { _slashEffect = Instantiate(_slashEffect, _attackTransform); _slashEffect.transform.eulerAngles = new Vector3(0, 0, _effectAngle); _slashEffect.transform.localScale = new Vector2(transform.localScale.x, transform.localScale.y); } void Recoil() //反衝 { if(pState.recoilingX) { if (pState.lookingRight) { rb.velocity = new Vector2(-recilXSpeed, 0); } else { rb.velocity = new Vector2(recilXSpeed, 0); } } if(pState.recoilingY) { rb.gravityScale = 0; if (yAxis < 0) { rb.velocity = new Vector2(rb.velocity.x, recilYSpeed); } else { rb.velocity = new Vector2(rb.velocity.x, -recilYSpeed); } airJumpCounter = 0; } else { rb.gravityScale = gravity; } //Stop recoil 停止反衝 if(pState.recoilingX && stepsXRecoiled < recilXSteps) { stepsXRecoiled++; } else { StopRecoilX(); } if (pState.recoilingY && stepsYRecoiled < recilYSteps) { stepsYRecoiled++; } else { StopRecoilY(); } if(Grounded()) { StopRecoilY(); } } void StopRecoilX() { stepsXRecoiled = 0; pState.recoilingX = false; } void StopRecoilY() { stepsYRecoiled = 0; pState.recoilingY = false; } public void TakeDamage(float _damage) //玩家受傷 { if(pState.alive) { Health -= Mathf.RoundToInt(_damage); if(Health <= 0) { Health = 0; StartCoroutine(Death()); } else { StartCoroutine(StopTakingDamage()); healthImage.fillAmount = health / maxHealth; //血量圖片 healthText.text = health.ToString() + "/" + maxHealth.ToString(); //血量文字 if (updateCoroutine != null) { StopCoroutine(updateCoroutine); } updateCoroutine = StartCoroutine(UpdateHealthEffect()); } } } private IEnumerator UpdateHealthEffect() //血量緩降協程 { float effectLength = healthEffect.fillAmount - healthImage.fillAmount; float elapsedTime = 0f; while (elapsedTime < effectTime && effectLength != 0) { elapsedTime += Time.deltaTime; healthEffect.fillAmount = Mathf.Lerp (healthImage.fillAmount + effectLength, healthImage.fillAmount, elapsedTime / effectTime); yield return null; } healthEffect.fillAmount = healthImage.fillAmount; } IEnumerator StopTakingDamage() //無敵偵 { pState.invincible = true; GameObject _hitEffect = Instantiate(hitEffect, transform.position, Quaternion.identity); Destroy(_hitEffect, 1.5f); anim.SetTrigger("Hurt"); yield return new WaitForSeconds(1f); pState.invincible = false; } IEnumerator Flash() { sr.enabled = !sr.enabled; canFlash = false; yield return new WaitForSeconds(0.2f); canFlash = true; } void FlashWhileInvincible() { //將渲染改為"PingPongLerp" 如果玩家是無敵狀態則將其從白色改為黑色 否則將玩家設定為白色 //sr.material.color = pState.invincible ? Color.Lerp(Color.white, Color.black, Mathf.PingPong(Time.time * hitFlashSpeed, 1.0f)) : Color.white; if(pState.invincible && !pState.cutscene) { if (Time.timeScale > 0.2f && canFlash) { StartCoroutine(Flash()); } } else { sr.enabled = true; } } void RestoreTimeScale() //受傷暫停時間 { if(restoreTime) //檢查是否為真 { if(Time.timeScale < 1) //如果小於1 時間速度加快到達1 { Time.timeScale += Time.unscaledDeltaTime * restoreTimeSpeed; } else //如果超過1 時間為1 { Time.timeScale = 1; restoreTime = false; } } } public void HitStopTime(float _newTimeScale, int _restoreSpeed, float _delay) { restoreTimeSpeed = _restoreSpeed; Time.timeScale = _newTimeScale; if(_delay > 0) { StopCoroutine(StartTimeAgain(_delay)); StartCoroutine(StartTimeAgain(_delay)); } else { restoreTime = true; } } IEnumerator StartTimeAgain(float _delay) { yield return new WaitForSecondsRealtime(_delay); restoreTime = true; } IEnumerator Death() { pState.alive = false; Time.timeScale = 1f; //避免受傷暫停時間導致出錯 //可在此呼叫粒子效果 anim.SetTrigger("Death"); rb.constraints = RigidbodyConstraints2D.FreezePosition; rb.constraints = RigidbodyConstraints2D.FreezeRotation; GetComponent<BoxCollider2D>().enabled = false; yield return new WaitForSeconds(0.9f); StartCoroutine(UIManager.Instance.ActiveDeathScreen()); } public void Respawned() { if(!pState.alive) { rb.constraints = RigidbodyConstraints2D.None; rb.constraints = RigidbodyConstraints2D.FreezeRotation; GetComponent<BoxCollider2D>().enabled = true; pState.alive = true; Health = maxHealth; anim.Play("PlayerIdle"); } } public float Health //血量 { get { return health; } set { if(health != value) { health = Mathf.Clamp(value, 0, maxHealth); } } } void Heal() { if(Input.GetButton("Cast/Heal") && castOrHealtimer > 0.5f && health < maxHealth && Mana > 0 && Grounded() && !pState.dashing) { pState.healing = true; anim.SetBool("Heal", true); //補血 healTimer += Time.deltaTime; if(healTimer >= timeToheal) { health += 5; //恢復血量 healTimer = 0; //血量計時器 healthImage.fillAmount = health / maxHealth; //血量圖片 healthEffect.fillAmount = health / maxHealth; //血量效果圖片 healthText.text = health.ToString() + "/" + maxHealth.ToString(); //血量文字 } Mana -= Time.deltaTime * manaDrainSpeed;//魔力消耗 } else { pState.healing = false; anim.SetBool("Heal", false); healTimer = 0; } } public float Mana { get { return mana; } set { if(mana != value) { mana = Mathf.Clamp(value, 0, maxMana); manaImage.fillAmount = Mana; } } } void CastSpell() { if(Input.GetButtonUp("Cast/Heal") && castOrHealtimer <= 0.5f && timeSinceCast >= timeBetweenCast && Mana > manaSpellCost) { pState.casting = true; timeSinceCast = 0; StartCoroutine(CastCoroutine()); } else { timeSinceCast += Time.deltaTime; } if(!Input.GetButton("Cast/Heal")) { castOrHealtimer = 0; } } IEnumerator CastCoroutine() { //橫向技能 if((yAxis == 0 || (yAxis < 0 && Grounded())) && unlockSideSpell ) //沒有垂直輸入時播放 目前無需要按住上下才能施放的技能 { anim.SetBool("Cast", true); yield return new WaitForSeconds(0.1f); //此為等待動畫到達正確播放時間 GameObject _fireBall = Instantiate(sideSpellFireball, SideAttackTransform.position, Quaternion.identity); //實例化該物件 //Flip火球 if(pState.lookingRight) { _fireBall.transform.eulerAngles = Vector3.zero; } else { _fireBall.transform.eulerAngles = new Vector2(_fireBall.transform.eulerAngles.x, 180); //如果不是面向右邊翻轉180度 } pState.recoilingX = true; //給予玩家反衝 Mana -= manaSpellCost; //魔力減少 yield return new WaitForSeconds(0.3f); //此為動畫撥放完整時間 } anim.SetBool("Cast", false); pState.casting = false; } public bool Grounded() //地面檢測 { if (Physics2D.Raycast(groundCheckPoint.position, Vector2.down, groundCheckY, whatIsGround) || Physics2D.Raycast(groundCheckPoint.position + new Vector3(groundCheckX , 0, 0), Vector2.down, groundCheckY, whatIsGround) || Physics2D.Raycast(groundCheckPoint.position + new Vector3(-groundCheckX , 0, 0), Vector2.down, groundCheckY, whatIsGround)) { return true; } else { return false; } } void Jump() //跳躍 { //一段跳 if (jumpBufferCounter > 0 && coyoteTimeCounter > 0 && !pState.jumping) { rb.velocity = new Vector3(rb.velocity.x, jumpForce); pState.jumping = true; } //二段跳 if (!Grounded() && airJumpCounter < maxAirJumps && Input.GetButtonDown("Jump") && unlockAirJump && !isWallSliding) { pState.jumping = true; airJumpCounter++; rb.velocity = new Vector3(rb.velocity.x, jumpForce); } if(rb.velocity.y < 0) { rb.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.fixedDeltaTime; pState.jumping = false; } else if(Input.GetButtonUp("Jump") && rb.velocity.y > 0) { rb.velocity += Vector2.up * Physics2D.gravity.y * (lowJumpMulitiplier - 1) * Time.fixedDeltaTime; pState.jumping = false; } /* if (Input.GetButtonUp("Jump") && rb.velocity.y > 0) { rb.velocity = new Vector2(rb.velocity.x, 0); pState.jumping = false; } */ anim.SetBool("Jump", !Grounded()); } void UpdateJumpVariables() { if(Grounded()) { pState.jumping = false; coyoteTimeCounter = coyoteTime; airJumpCounter = 0; } else { coyoteTimeCounter -= Time.deltaTime; } if(Input.GetButtonDown("Jump") ) { jumpBufferCounter = jumpBufferFrames; } else { jumpBufferCounter--; } } private bool Walled() { return Physics2D.OverlapCircle(wallCheck.position, 0.2f, wallLayer); } void WallSlide() { if(Walled() && !Grounded() && xAxis !=0) { isWallSliding = true; rb.velocity = new Vector2(rb.velocity.x, Mathf.Clamp(rb.velocity.y, -wallSlidingSpeed, float.MaxValue)); anim.SetBool("Slide", true); transform.eulerAngles = new Vector2(transform.eulerAngles.x, 0); } else { isWallSliding = false; anim.SetBool("Slide", false); } } void WallJump() { if(isWallSliding) { isWallJumping = false; wallJumpingDirection = !pState.lookingRight ? 1 : -1; CancelInvoke(nameof(StopWallJumping)); } if(Input.GetButtonDown("Jump") && isWallSliding) { anim.SetBool("WallJump", true); isWallJumping = true; rb.velocity = new Vector2(wallJumpingDirection * wallJumpPower.x, wallJumpPower.y); dashed = false; airJumpCounter = 0; pState.lookingRight = !pState.lookingRight; transform.eulerAngles = new Vector2(transform.eulerAngles.x, 180); Invoke(nameof(StopWallJumping), wallJumpingDuration); } } void StopWallJumping() { anim.SetBool("WallJump", false); isWallJumping = false; rb.velocity = new Vector2(rb.velocity.x, 0); transform.eulerAngles = new Vector2(transform.eulerAngles.x, 0); } } </code>
SceneTransition.cs
<code>using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class SceneTransition : MonoBehaviour { [SerializeField] private string transitionTo; //通往哪裡 [SerializeField] private Transform startPoint; //玩家於場景開始的位置 [SerializeField] private Vector2 exitDirection; //玩家退出方向 1代表面向右邊 -1左 [SerializeField] private float exitTime; //玩家退出場景所需的時間 private void Start() { //Debug.Log("Scene transitioning from: " + GameManager.Instance.transitionedFromScene); //Debug.Log("Scene transitioning to: " + transitionTo); if (transitionTo == GameManager.Instance.transitionedFromScene) //檢查起點是否相同 { //Debug.Log("Scene transition object: " + startPoint.name); //如果為真,將玩家的位置設定為startPoint位置 PlayerController.Instance.transform.position = startPoint.position; StartCoroutine(PlayerController.Instance.WalkIntoNewScene(exitDirection, exitTime)); } StartCoroutine(UIManager.Instance.sceneFader.Fade(SceneFader.FadeDirection.Out)); } private void OnTriggerEnter2D(Collider2D _other) { if(_other.CompareTag("Player")) { GameManager.Instance.transitionedFromScene = SceneManager.GetActiveScene().name; PlayerController.Instance.pState.cutscene = true; PlayerController.Instance.pState.invincible = true; //切換場景時無敵 //SceneManager.LoadScene(transitionTo); StartCoroutine(UIManager.Instance.sceneFader.FadeAndLoadScene(SceneFader.FadeDirection.In, transitionTo)); } } } </code>
July 16, 2024 at 2:37 pm #15290::Here’s my thought process on the issue:
The only cause for a freeze in the game is with the mechanic for time stop in the PlayerController when they get hit. That means that the player must have been hit while the cutscene was playing.
So how did it happen? Likely what occurred was that the player activated the scene transition directly after being hit by the bat. This then caused the
StopTakingDamage()
coroutine to trigger settinginvincible
to true. Following that, theOnTriggerEnter2D()
method in SceneTransition.cs is activated as the player moves into the scene transition collider, activatinginvincibile
to true again and cutscene as well.The only issue is that the
StopTakingDamage()
is a coroutine that isn’t completed yet due to it’sWaitForSecondsRealtime()
.Thus, the coroutine continues and then sets
invincible
to false again while the player is incutscene
.This means the player is no longer
invincible
and can be hit. So the player is hit by the bat again while in acutscene
, causing the game to freeze.Why did the game freeze and not continue? This is because cutscene is true and thus will cause the
Update()
method to return beforeRestoreTimeScale()
can function. Thus the game freezes.
So how do we fix this?
You can simply put
StopCoroutine()StopTakingDamage());
into theOnTriggerEnter2D()
method in SceneTransition.cs, right above the call to set the invincible state to true.July 19, 2024 at 2:51 pm #15325::Sorry for the late reply, I tested your suggestion and it doesn’t seem to work.
<code> private void OnTriggerEnter2D(Collider2D _other) { if(_other.CompareTag("Player")) { StopCoroutine(PlayerController.Instance.StopTakingDamage()); GameManager.Instance.transitionedFromScene = SceneManager.GetActiveScene().name; PlayerController.Instance.pState.cutscene = true; PlayerController.Instance.pState.invincible = true; //切換場景時無敵 //SceneManager.LoadScene(transitionTo); StartCoroutine(UIManager.Instance.sceneFader.FadeAndLoadScene(SceneFader.FadeDirection.In, transitionTo)); } }</code>
July 19, 2024 at 3:29 pm #15326::Considering the proposed fix earlier is for when the enemy hits you after the cutscene starts, this case is different as you get hit before entering cutscene.
We’ll still keep the previous proposed fix since you need the player’s invincible state to not accidentally be triggered off.
For this case, we can just move the
RestoreTimeScale();
method inUpdate()
above the linereturn
ifcutscene
.void Update() { if (GameManager.Instance.gameIsPaused) return; RestoreTimeScale(); if (pState.cutscene) return; if (pState.alive) { GetInputs(); ToggleMap(); ToggleInventory(); } UpdateJumpVariables(); RestoreTimeScale(); UpdateCameraYDampForPlayerFall();
This should allow your timescale to be restored even though you are in a cutscene
July 19, 2024 at 4:55 pm #15328 -
AuthorPosts
- You must be logged in to reply to this topic.
Advertisement below: