2021-03-03 13:53:52 +01:00
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using System;
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2021-02-15 10:44:04 +01:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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2021-03-03 13:53:52 +01:00
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using Ktyl.Util;
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2021-02-15 10:44:04 +01:00
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public class SafeZone : MonoBehaviour
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{
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2021-03-03 13:53:52 +01:00
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[SerializeField] private SerialVector3 _respawnPosition;
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2021-03-17 19:04:31 +01:00
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[SerializeField] private SerialFloat _safeTime;
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private const string PLAYER = "Player";
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.CompareTag(PLAYER))
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{
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2021-03-25 12:58:40 +01:00
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// set position to middle of safe zone
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_respawnPosition.Value = transform.position;
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2021-03-17 19:04:31 +01:00
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// start counting safe time when we enter a safe zone
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_safeTime.Value = 0;
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}
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}
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2021-02-15 10:44:04 +01:00
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2021-03-03 13:53:52 +01:00
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private void OnTriggerStay(Collider other)
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2021-02-15 10:44:04 +01:00
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{
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2021-02-15 17:23:29 +01:00
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// Check if other game object is Player.
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2021-03-17 19:04:31 +01:00
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if (other.gameObject.CompareTag(PLAYER))
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2021-02-15 14:14:42 +01:00
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{
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2021-03-17 19:04:31 +01:00
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// TODO: does this have implications for the time freeze ability?
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_safeTime.Value += Time.deltaTime;
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.gameObject.CompareTag(PLAYER))
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{
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// reset safe time when we leave safe zone
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_safeTime.Value = -1;
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2021-02-15 10:44:04 +01:00
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}
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}
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2021-03-12 16:58:18 +01:00
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}
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