using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; public class PressurePlate : MonoBehaviour { [SerializeField] private float _triggerDelay = 2.0f; [SerializeField] private Animator pPlateAnim = null; [SerializeField] private UnityEvent _onPress; private bool opened; private float? triggered = null; private void OnTriggerEnter(Collider other) { Debug.Log(opened); Debug.Log("entered trigger"); if (other.CompareTag("Player") && !opened) { //pressure plate down and start trigger time pPlateAnim.Play("PPdown", 0, 0f); triggered = Time.time; } } private void OnTriggerExit(Collider other) { if(other.CompareTag("Player")) { if(triggered!=null && !opened) { triggered = null; pPlateAnim.Play("PPup", 0, 0f); //reset platform position } } } private void Update() { var timepassed = Time.time - triggered; if(timepassed > _triggerDelay && !opened) { _onPress.Invoke(); opened = true; } } public void plateUp() { pPlateAnim.Play("PPup", 0, 0); triggered = null; opened = false; } }