revival/game/Assets/Scripts/Traps/RollingBoulder.cs

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using Ktyl.Util;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RollingBoulder : MonoBehaviour
{
Rigidbody rb;
// Float for time in seconds to wait to destroy the arrow on contact with any other gameobject that is no the player.
[SerializeField] private float waitToDestroy;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
private void OnTriggerEnter(Collider other)
{
// Checks to make sure other collider is the Player using tag.
if (other.gameObject.CompareTag("Player"))
{
Mover mover =
gameObject.GetComponent<Mover>();
mover.enabled = true;
StartCoroutine(DestoryBoulder());
}
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath))
{
// Start Respawn coroutine.
playerDeath.Respawn();
// Destroy arrow on contact with player.
Destroy(gameObject);
}
/*
else
{
// If boulder makes contact with any other gameobject start DestroyBoulder corountine.
StartCoroutine(DestoryBoulder());
}
*/
}
public IEnumerator DestoryBoulder()
{
// set boulder velocity to zero wait for destory time and then destory the boulder.
rb.velocity = Vector3.zero;
yield return new WaitForSeconds(waitToDestroy);
Destroy(gameObject);
}
}