fix falling floor
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@ -5,19 +5,19 @@ using System.Collections.Generic;
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using DG.Tweening;
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using UnityEngine;
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[RequireComponent(typeof(Rigidbody))]
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public class FallawayFloor : MonoBehaviour
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{
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// // Speed at which the object moves towards the ground.
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public float speed;
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// Time it takes for ogjecct to begin moving towards the ground.
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public float fallAwayTime;
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[SerializeField] private TrapSettings _settings;
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[SerializeField] private GameObject _graphics;
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private Rigidbody rb;
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private Vector3 initialPosition;
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private Vector3 velocity;
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public bool Falling => _triggered;
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private bool _triggered = false;
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@ -25,9 +25,6 @@ public class FallawayFloor : MonoBehaviour
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private void Start()
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{
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initialPosition = transform.position;
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// Get Rigidbody component.
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rb = GetComponent<Rigidbody>();
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}
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private void LateUpdate()
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}
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}
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private void FixedUpdate()
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{
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transform.position += velocity * Time.fixedDeltaTime * _settings.ObjectTimeScale;
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}
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private void OnTriggerEnter(Collider other)
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{
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if (!_triggered && other.CompareTag("Player"))
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@ -82,7 +84,7 @@ public class FallawayFloor : MonoBehaviour
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{
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_triggered = true;
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_graphics.transform.DOShakePosition(
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var shake = _graphics.transform.DOShakePosition(
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fallAwayTime,
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_settings.FallawayFloor.ShakeStrength);
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FMODUnity.RuntimeManager.PlayOneShot(_settings.FallawayFloor.FMODEvent);
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@ -90,14 +92,22 @@ public class FallawayFloor : MonoBehaviour
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// wait a moment
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yield return new WaitForSeconds(fallAwayTime);
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float elapsed = 0f;
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while (elapsed < fallAwayTime)
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{
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var dt = _settings.ObjectTimeScale;
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elapsed += Time.deltaTime * dt;
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yield return null;
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}
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// fall
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rb.velocity = Vector3.down * speed;
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velocity = Vector3.down * speed;
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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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transform.position = initialPosition;
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rb.velocity = Vector3.zero;
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velocity = Vector3.zero;
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}
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}
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