Merge branch 'bug/trap-floor-no-resest' into 'main'

Bug/trap floor no resest

Closes #74

See merge request kernel-panic/revival!39
This commit is contained in:
Cinder Foster-Smith 2021-03-10 18:51:50 +00:00
commit c04bdee120
3 changed files with 61 additions and 24 deletions

View File

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View File

@ -1,24 +1,27 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEditor;
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;
// Time taken for object to be destroyed.
public float destroyObjectTime;
public Material dissolve; public Material dissolve;
[SerializeField] private Renderer _renderer; [SerializeField] private Renderer _renderer;
Rigidbody rb; private Rigidbody rb;
private Vector3 initialPosition;
private void Start() private void Start()
{ {
initialPosition = transform.position;
// Get Rigidbody component. // Get Rigidbody component.
rb = GetComponent<Rigidbody>(); rb = GetComponent<Rigidbody>();
} }
@ -28,18 +31,23 @@ public class FallawayFloor : MonoBehaviour
if (other.CompareTag("Player")) if (other.CompareTag("Player"))
{ {
// Start the Destroy floor coroutine and switch to the dissolve material. // Start the Destroy floor coroutine and switch to the dissolve material.
StartCoroutine(DestroyFloor()); StartCoroutine(Fall());
_renderer.material = dissolve; _renderer.material = dissolve;
} }
} }
IEnumerator DestroyFloor() private IEnumerator Fall()
{ {
// Take fallAwayTime, speed, and destroyObjectTime from editor and apply // wait a moment
yield return new WaitForSeconds(fallAwayTime); yield return new WaitForSeconds(fallAwayTime);
// fall
rb.velocity = Vector3.down * speed; rb.velocity = Vector3.down * speed;
yield return new WaitForSeconds(destroyObjectTime); }
Destroy(gameObject); public void Reset()
{
transform.position = initialPosition;
rb.velocity = Vector3.zero;
} }
} }