2021-03-13 03:01:20 +01:00
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using Ktyl.Util;
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2021-03-05 17:24:50 +01:00
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using System;
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2021-02-25 00:41:33 +01:00
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using System.Collections;
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using System.Collections.Generic;
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2021-03-17 19:31:33 +01:00
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using DG.Tweening;
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2021-02-25 00:41:33 +01:00
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using UnityEngine;
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public class FallawayFloor : MonoBehaviour
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{
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// // Speed at which the object moves towards the ground.
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public float speed;
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2021-03-02 20:47:28 +01:00
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// Time it takes for ogjecct to begin moving towards the ground.
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public float fallAwayTime;
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[SerializeField] private TrapSettings _settings;
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[SerializeField] private GameObject _graphics;
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private Vector3 initialPosition;
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private Vector3 velocity;
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public bool Falling => _triggered;
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private bool _triggered = false;
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private void Start()
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{
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initialPosition = transform.position;
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}
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private void LateUpdate()
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{
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if (!_triggered)
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{
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transform.position = initialPosition;
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return;
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}
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2021-03-17 19:04:31 +01:00
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2021-03-23 16:03:18 +01:00
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if (_settings.SafeTime > _settings.FallawayFloor.SafeResetTime)
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{
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Reset();
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2021-03-17 19:37:56 +01:00
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// pop in animation
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transform.localScale = Vector3.zero;
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transform
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.DOScale(Vector3.one, 0.5f)
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.SetEase(_settings.FallawayFloor.PopInEase);
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}
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}
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private void FixedUpdate()
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{
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transform.position += velocity * Time.fixedDeltaTime * _settings.ObjectTimeScale;
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}
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private void OnTriggerEnter(Collider other)
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{
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if (!_triggered && other.CompareTag("Player"))
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{
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Fall();
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}
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}
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//The platform gets destroyed after the player resumes frozen time on a platform
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private void OnTriggerStay(Collider other)
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{
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if (!_triggered && other.CompareTag("Player"))
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{
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Fall();
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}
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}
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public void Fall()
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{
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// already falling
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if (_triggered) return;
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// time stop
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if (_settings.ObjectTimeScale.AsBool) return;
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StartCoroutine(FallCR());
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}
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private IEnumerator FallCR()
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{
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_triggered = true;
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2021-05-16 02:22:50 +02:00
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// var shake = _graphics.transform.DOShakePosition(
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// fallAwayTime,
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// _settings.FallawayFloor.ShakeStrength);
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FMODUnity.RuntimeManager.PlayOneShot(_settings.FallawayFloor.FMODEvent);
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2021-05-16 02:22:50 +02:00
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if (_graphics.TryGetComponent(out BoxCollider box)) box.enabled = false;
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float elapsed = 0f;
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// wait a moment
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// yield return new WaitForSeconds(fallAwayTime);
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while (elapsed < fallAwayTime)
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{
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elapsed += Time.deltaTime * _settings.ObjectTimeScale;
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yield return null;
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}
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// fall
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velocity = Vector3.down * speed;
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2021-03-10 18:41:09 +01:00
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}
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public void Reset()
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{
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_triggered = false;
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transform.position = initialPosition;
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velocity = Vector3.zero;
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if (_graphics.TryGetComponent(out BoxCollider box)) box.enabled = true;
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}
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}
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