fix falling floor
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dece0b1a34
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132103140e
File diff suppressed because it is too large
Load Diff
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||||||
--- !u!1 &1183116868 stripped
|
|
||||||
GameObject:
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|
||||||
m_CorrespondingSourceObject: {fileID: 902459002871088767, guid: c34bb57a623bd394194f47d4b62e9c22, type: 3}
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|
||||||
m_PrefabInstance: {fileID: 287275404}
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|
||||||
m_PrefabAsset: {fileID: 0}
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||||||
--- !u!64 &1183116870
|
|
||||||
MeshCollider:
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|
||||||
m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1183116868}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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|
||||||
m_Enabled: 1
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|
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serializedVersion: 4
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|
||||||
m_Convex: 0
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|
||||||
m_CookingOptions: 30
|
|
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m_Mesh: {fileID: 0}
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|
||||||
--- !u!1 &1879987206
|
--- !u!1 &1879987206
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
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|
@ -588,22 +633,3 @@ Transform:
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 1
|
m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 50, y: -30, z: 0}
|
m_LocalEulerAnglesHint: {x: 50, y: -30, z: 0}
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||||||
--- !u!1 &1929861194 stripped
|
|
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GameObject:
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|
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m_CorrespondingSourceObject: {fileID: 7252998261761054088, guid: c34bb57a623bd394194f47d4b62e9c22, type: 3}
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m_PrefabInstance: {fileID: 287275404}
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m_PrefabAsset: {fileID: 0}
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--- !u!64 &1929861198
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MeshCollider:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1929861194}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 4
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m_Convex: 0
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m_CookingOptions: 30
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m_Mesh: {fileID: 5640169193314376071, guid: 84d1abd228b21df47af6e0f4750ab193, type: 3}
|
|
||||||
|
|
|
@ -5,19 +5,19 @@ using System.Collections.Generic;
|
||||||
using DG.Tweening;
|
using DG.Tweening;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
[RequireComponent(typeof(Rigidbody))]
|
|
||||||
public class FallawayFloor : MonoBehaviour
|
public class FallawayFloor : MonoBehaviour
|
||||||
{
|
{
|
||||||
// // Speed at which the object moves towards the ground.
|
// // Speed at which the object moves towards the ground.
|
||||||
public float speed;
|
public float speed;
|
||||||
|
|
||||||
// Time it takes for ogjecct to begin moving towards the ground.
|
// Time it takes for ogjecct to begin moving towards the ground.
|
||||||
public float fallAwayTime;
|
public float fallAwayTime;
|
||||||
|
|
||||||
[SerializeField] private TrapSettings _settings;
|
[SerializeField] private TrapSettings _settings;
|
||||||
[SerializeField] private GameObject _graphics;
|
[SerializeField] private GameObject _graphics;
|
||||||
|
|
||||||
private Rigidbody rb;
|
|
||||||
private Vector3 initialPosition;
|
private Vector3 initialPosition;
|
||||||
|
private Vector3 velocity;
|
||||||
|
|
||||||
public bool Falling => _triggered;
|
public bool Falling => _triggered;
|
||||||
private bool _triggered = false;
|
private bool _triggered = false;
|
||||||
|
@ -25,9 +25,6 @@ public class FallawayFloor : MonoBehaviour
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
initialPosition = transform.position;
|
initialPosition = transform.position;
|
||||||
|
|
||||||
// Get Rigidbody component.
|
|
||||||
rb = GetComponent<Rigidbody>();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LateUpdate()
|
private void LateUpdate()
|
||||||
|
@ -50,6 +47,11 @@ public class FallawayFloor : MonoBehaviour
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
transform.position += velocity * Time.fixedDeltaTime * _settings.ObjectTimeScale;
|
||||||
|
}
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
if (!_triggered && other.CompareTag("Player"))
|
if (!_triggered && other.CompareTag("Player"))
|
||||||
|
@ -73,7 +75,7 @@ public class FallawayFloor : MonoBehaviour
|
||||||
if (_triggered) return;
|
if (_triggered) return;
|
||||||
|
|
||||||
// time stop
|
// time stop
|
||||||
if ( _settings.ObjectTimeScale.AsBool ) return;
|
if (_settings.ObjectTimeScale.AsBool) return;
|
||||||
|
|
||||||
StartCoroutine(FallCR());
|
StartCoroutine(FallCR());
|
||||||
}
|
}
|
||||||
|
@ -82,7 +84,7 @@ public class FallawayFloor : MonoBehaviour
|
||||||
{
|
{
|
||||||
_triggered = true;
|
_triggered = true;
|
||||||
|
|
||||||
_graphics.transform.DOShakePosition(
|
var shake = _graphics.transform.DOShakePosition(
|
||||||
fallAwayTime,
|
fallAwayTime,
|
||||||
_settings.FallawayFloor.ShakeStrength);
|
_settings.FallawayFloor.ShakeStrength);
|
||||||
FMODUnity.RuntimeManager.PlayOneShot(_settings.FallawayFloor.FMODEvent);
|
FMODUnity.RuntimeManager.PlayOneShot(_settings.FallawayFloor.FMODEvent);
|
||||||
|
@ -90,14 +92,22 @@ public class FallawayFloor : MonoBehaviour
|
||||||
// wait a moment
|
// wait a moment
|
||||||
yield return new WaitForSeconds(fallAwayTime);
|
yield return new WaitForSeconds(fallAwayTime);
|
||||||
|
|
||||||
|
float elapsed = 0f;
|
||||||
|
while (elapsed < fallAwayTime)
|
||||||
|
{
|
||||||
|
var dt = _settings.ObjectTimeScale;
|
||||||
|
elapsed += Time.deltaTime * dt;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
// fall
|
// fall
|
||||||
rb.velocity = Vector3.down * speed;
|
velocity = Vector3.down * speed;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Reset()
|
public void Reset()
|
||||||
{
|
{
|
||||||
_triggered = false;
|
_triggered = false;
|
||||||
transform.position = initialPosition;
|
transform.position = initialPosition;
|
||||||
rb.velocity = Vector3.zero;
|
velocity = Vector3.zero;
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue