Updated the FallingFloor script. The floor now begins to lower, waits for a set period and then is destroyed. I plan to add a disssolve effect to make this transition look better. The player begins to slowly fall with the floor until the object is destroyed at which point the player falls with gravity hitting the sspike trap and "dying".
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83cd280778
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@ -4,9 +4,28 @@ using UnityEngine;
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public class FallawayFloor : MonoBehaviour
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{
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IEnumerator OnCollisionEnter(Collision coll)
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public float speed;
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Rigidbody rb;
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private void Start()
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{
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yield return new WaitForSeconds(2);
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rb = GetComponent<Rigidbody>();
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.tag == "Player")
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{
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StartCoroutine(DestroyFloor());
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}
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}
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IEnumerator DestroyFloor()
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{
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rb.velocity = Vector3.down * speed;
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yield return new WaitForSeconds(1);
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Destroy(gameObject);
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yield return null;
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}
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}
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@ -1310,7 +1310,7 @@ MeshRenderer:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1644003337}
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m_Enabled: 0
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m_Enabled: 1
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m_CastShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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@ -1543,7 +1543,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1995811568}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 10.216017, y: 5.48, z: -0.8434677}
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m_LocalPosition: {x: 10.216017, y: 5.84, z: -0.8434677}
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m_LocalScale: {x: 3.1289, y: 0.13889, z: 6.7626376}
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m_Children: []
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m_Father: {fileID: 2018660589}
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@ -1560,8 +1560,8 @@ BoxCollider:
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m_IsTrigger: 1
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 1, z: 0}
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m_Size: {x: 1, y: 1, z: 0.63}
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m_Center: {x: 0, y: 5.13, z: 0}
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--- !u!23 &1995811571
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -1639,6 +1639,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 425c126c97ce3fb438fa3ef015d37317, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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speed: 2
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--- !u!65 &1995811575
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BoxCollider:
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m_ObjectHideFlags: 0
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