Changes made as per code review.
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@ -710,6 +710,14 @@ PrefabInstance:
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m_Modification:
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m_TransformParent: {fileID: 684295984}
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m_Modifications:
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- target: {fileID: 980120856895548939, guid: d145f0e5906f91a4fad7f384f1b2a6ec, type: 3}
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propertyPath: fallAwayTime
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value: 5
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objectReference: {fileID: 0}
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- target: {fileID: 980120856895548939, guid: d145f0e5906f91a4fad7f384f1b2a6ec, type: 3}
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propertyPath: destroyObjectTime
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 8144920974147422729, guid: d145f0e5906f91a4fad7f384f1b2a6ec, type: 3}
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propertyPath: m_RootOrder
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value: 0
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@ -3342,6 +3350,14 @@ PrefabInstance:
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m_Modification:
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m_TransformParent: {fileID: 684295984}
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m_Modifications:
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- target: {fileID: 980120856895548939, guid: d145f0e5906f91a4fad7f384f1b2a6ec, type: 3}
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propertyPath: fallAwayTime
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 980120856895548939, guid: d145f0e5906f91a4fad7f384f1b2a6ec, type: 3}
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propertyPath: destroyObjectTime
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value: 5
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objectReference: {fileID: 0}
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- target: {fileID: 8144920974147422729, guid: d145f0e5906f91a4fad7f384f1b2a6ec, type: 3}
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propertyPath: m_RootOrder
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value: 1
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@ -4,12 +4,18 @@ using UnityEngine;
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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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// Time taken for object to be destroyed.
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public float destroyObjectTime;
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public Material dissolve;
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Rigidbody rb;
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private void Start()
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{
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// Get Rigidbody component.
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rb = GetComponent<Rigidbody>();
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}
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@ -17,6 +23,7 @@ public class FallawayFloor : MonoBehaviour
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{
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if (other.gameObject.CompareTag("Player"))
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{
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// Start the Destroy floor coroutine and switch to the dissolve material.
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StartCoroutine(DestroyFloor());
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GetComponent<Renderer>().material = dissolve;
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}
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@ -24,11 +31,11 @@ public class FallawayFloor : MonoBehaviour
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IEnumerator DestroyFloor()
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{
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yield return new WaitForSeconds(1f);
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// Take fallAwayTime, speed, and destroyObjectTime from editor and apply
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yield return new WaitForSeconds(fallAwayTime);
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rb.velocity = Vector3.down * speed;
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yield return new WaitForSeconds(1);
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yield return new WaitForSeconds(destroyObjectTime);
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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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