2021-05-16 20:00:39 +01:00
										 
									 
								 
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								using System;
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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 UnityEngine.Events;
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								public class TimeAndPlate : MonoBehaviour
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								{
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								    [SerializeField] private PressurePlate[] _plates;
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								    private bool[] _plateStates;
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								    // trigger on successful activation of all plates
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								    [SerializeField] private UnityEvent _onTrigger;
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								    private bool _triggered;
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								    private void Awake()
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								    {
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								        _plateStates = new bool[_plates.Length];
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								        foreach (var plate in _plates)
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								        {
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								            plate.OnPress.AddListener(() =>
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								            {
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								                _plateStates[Array.IndexOf(_plates, plate)] = true;
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								            });
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								            plate.OnReset.AddListener(() =>
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								            {
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								                _plateStates[Array.IndexOf(_plates, plate)] = false;
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								            });
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								        }
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								    }
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								    private void Update()
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								    {
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								        if (_triggered) return;
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								        // bail if any plates are inactive
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								        for (int i = 0; i < _plateStates.Length; i++)
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								        {
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								            if (!_plateStates[i]) return;
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								        }
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								        // all plates are active
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								        Trigger();
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								    }
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								    public void Trigger()
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								    {
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											2021-05-17 03:29:00 +01:00
										 
									 
								 
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								        if (_triggered) return;
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											2021-05-16 20:00:39 +01:00
										 
									 
								 
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								        for (int i = 0; i < _plates.Length; i++)
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								        {
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								            _plates[i].gameObject.SetActive(false);
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								        }
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								        _onTrigger.Invoke();
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											2021-05-17 03:29:00 +01:00
										 
									 
								 
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								        _triggered = true;
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											2021-05-16 20:00:39 +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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								        for (int i = 0; i < _plates.Length; i++)
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								        {
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								            _plates[i].gameObject.SetActive(true);
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								            _plateStates[i] = false;
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								        }
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								    }
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								}
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