WEEKLY NARRATIVE
This week I worked on a rework of how mementos and the player interact in regards to powers.
Each memento is associated with a certain power. When the player picks that memento up, the memento will activate the power for the player for as long as they hold it.
In the future, when the player brings the memento back to the shrine, the power will be permanently added to the player.
Each power has its own script that is attached to the player as a GameObject component. If the player can't use the power for whatever reason, that component will be disabled. Disabling a script only stops MonoBehaviour functions like Start() and Update() from running, so PlayerController now contains a conditional to block disabled scripts itself.
To make this functionality work, I also changed XRAY to no longer be triggered from the XRAY script. Instead, it is triggered from PlayerController like the other powers.
Each memento is associated with a certain power. When the player picks that memento up, the memento will activate the power for the player for as long as they hold it.
In the future, when the player brings the memento back to the shrine, the power will be permanently added to the player.
Each power has its own script that is attached to the player as a GameObject component. If the player can't use the power for whatever reason, that component will be disabled. Disabling a script only stops MonoBehaviour functions like Start() and Update() from running, so PlayerController now contains a conditional to block disabled scripts itself.
To make this functionality work, I also changed XRAY to no longer be triggered from the XRAY script. Instead, it is triggered from PlayerController like the other powers.
CONTENT WITH HOURS
- Memento/Power Work (4 Hours)
- Meetings (3 Hours)
WORKFLOW EXAMPLES
POSITIVE OUTCOMES
- I was able to make these changes without stirring the code too much.
NEGATIVE OUTCOMES
- Midterms are this weekawekfjo

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