reset falling floor trap position on player respawn
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@ -82,7 +82,7 @@ MonoBehaviour:
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speed: 10
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destroyObjectTime: 0
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@ -7,21 +7,21 @@ 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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// // 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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[SerializeField] private Renderer _renderer;
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Rigidbody rb;
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private Vector3 _initialPosition;
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private Rigidbody rb;
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private Vector3 initialPosition;
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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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@ -31,32 +31,23 @@ public class FallawayFloor : MonoBehaviour
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if (other.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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// _renderer.material = dissolve;
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StartCoroutine(Fall());
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_renderer.material = dissolve;
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}
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}
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IEnumerator DestroyFloor()
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private IEnumerator Fall()
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{
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// Take fallAwayTime, speed, and destroyObjectTime from editor and apply
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// wait a moment
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yield return new WaitForSeconds(fallAwayTime);
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// fall
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rb.velocity = Vector3.down * speed;
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yield return new WaitForSeconds(destroyObjectTime);
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// Destroy(gameObject);
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}
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public void Reset()
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{
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transform.position = _initialPosition;
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transform.position = initialPosition;
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rb.velocity = Vector3.zero;
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}
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}
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#if UNITY_EDITOR
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public class FallawayFloorEditor : Editor
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{
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}
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#endif
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