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

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using Ktyl.Util;
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using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
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[RequireComponent(typeof(Rigidbody))]
public class FallawayFloor : MonoBehaviour
{
// // Speed at which the object moves towards the ground.
public float speed;
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// Time it takes for ogjecct to begin moving towards the ground.
public float fallAwayTime;
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[SerializeField] private TrapSettings _settings;
[SerializeField] private GameObject _graphics;
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private Rigidbody rb;
private Vector3 initialPosition;
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public bool Falling => _triggered;
private bool _triggered = false;
private void Start()
{
initialPosition = transform.position;
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// Get Rigidbody component.
rb = GetComponent<Rigidbody>();
}
private void LateUpdate()
{
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if (!_triggered)
{
transform.position = initialPosition;
return;
}
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if (_settings.SafeTime > _settings.FallawayFloor.SafeResetTime)
{
Reset();
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// pop in animation
transform.localScale = Vector3.zero;
transform
.DOScale(Vector3.one, 0.5f)
.SetEase(_settings.FallawayFloor.PopInEase);
}
}
private void OnTriggerEnter(Collider other)
{
if (!_triggered && other.CompareTag("Player"))
{
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Fall();
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}
}
//The platform gets destroyed after the player resumes frozen time on a platform
private void OnTriggerStay(Collider other)
{
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if (!_triggered && other.CompareTag("Player"))
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{
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Fall();
}
}
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public void Fall()
{
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// already falling
if (_triggered) return;
// time stop
if (_settings.ObjectTimeScale == 0) return;
StartCoroutine(FallCR());
}
private IEnumerator FallCR()
{
_triggered = true;
_graphics.transform.DOShakePosition(
fallAwayTime,
_settings.FallawayFloor.ShakeStrength);
FMODUnity.RuntimeManager.PlayOneShot(_settings.FallawayFloor.FMODEvent);
// wait a moment
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yield return new WaitForSeconds(fallAwayTime);
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// fall
rb.velocity = Vector3.down * speed;
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}
public void Reset()
{
_triggered = false;
transform.position = initialPosition;
rb.velocity = Vector3.zero;
}
}