more level design
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@ -1,58 +1,61 @@
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|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ktyl.Util;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
[RequireComponent(typeof(BoxCollider))]
|
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public class PressurePlate : MonoBehaviour
|
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{
|
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[SerializeField] private float _triggerDelay = 2.0f;
|
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[SerializeField] private Animator pPlateAnim = null;
|
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[SerializeField] private float _resetDelay = -1f;
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[SerializeField] private UnityEvent _onPress;
|
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[SerializeField] private UnityEvent _onReset;
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[SerializeField] private SerialFloat _objectTimeScale;
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[SerializeField] private GameObject _graphics;
|
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private bool opened;
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private float? triggered = null;
|
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private void OnTriggerEnter(Collider other)
|
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{
|
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if (other.CompareTag("Player") && !opened)
|
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if (other.CompareTag("Player"))
|
||||
{
|
||||
//pressure plate down and start trigger time
|
||||
pPlateAnim.Play("PPdown", 0, 0f);
|
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triggered = Time.time;
|
||||
_onPress.Invoke();
|
||||
|
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_graphics.SetActive(false);
|
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}
|
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}
|
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|
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private void OnTriggerExit(Collider other)
|
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{
|
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if(other.CompareTag("Player"))
|
||||
// ignore
|
||||
if (_resetDelay < 0) return;
|
||||
|
||||
if(other.CompareTag("Player") && triggered.HasValue)
|
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{
|
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if(triggered!=null && !opened)
|
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{
|
||||
triggered = null;
|
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pPlateAnim.Play("PPup", 0, 0f);
|
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//reset platform position
|
||||
|
||||
// _onPress.Invoke();
|
||||
}
|
||||
StartCoroutine(Reset());
|
||||
}
|
||||
}
|
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|
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private void Update()
|
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private IEnumerator Reset()
|
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{
|
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var timepassed = Time.time - triggered;
|
||||
|
||||
if(timepassed > _triggerDelay && !opened)
|
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var elapsed = 0f;
|
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while (elapsed < _resetDelay)
|
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{
|
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_onPress.Invoke();
|
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opened = true;
|
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elapsed += Time.time * _objectTimeScale;
|
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yield return null;
|
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}
|
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|
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ResetImmediate();
|
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}
|
||||
|
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public void plateUp()
|
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public void ResetImmediate()
|
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{
|
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pPlateAnim.Play("PPup", 0, 0);
|
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triggered = null;
|
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opened = false;
|
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_graphics.SetActive(true);
|
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_onReset.Invoke();
|
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}
|
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}
|
|
@ -84,22 +84,24 @@ public class FallawayFloor : MonoBehaviour
|
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{
|
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_triggered = true;
|
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|
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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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// var shake = _graphics.transform.DOShakePosition(
|
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// fallAwayTime,
|
||||
// _settings.FallawayFloor.ShakeStrength);
|
||||
FMODUnity.RuntimeManager.PlayOneShot(_settings.FallawayFloor.FMODEvent);
|
||||
|
||||
// wait a moment
|
||||
yield return new WaitForSeconds(fallAwayTime);
|
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|
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if (_graphics.TryGetComponent(out BoxCollider box)) box.enabled = false;
|
||||
|
||||
float elapsed = 0f;
|
||||
|
||||
// wait a moment
|
||||
// yield return new WaitForSeconds(fallAwayTime);
|
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|
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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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elapsed += Time.deltaTime * _settings.ObjectTimeScale;
|
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yield return null;
|
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}
|
||||
|
||||
|
||||
// fall
|
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velocity = Vector3.down * speed;
|
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}
|
||||
|
@ -109,5 +111,6 @@ public class FallawayFloor : MonoBehaviour
|
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_triggered = false;
|
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transform.position = initialPosition;
|
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velocity = Vector3.zero;
|
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if (_graphics.TryGetComponent(out BoxCollider box)) box.enabled = true;
|
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}
|
||||
}
|
Loading…
Reference in New Issue