using Ktyl.Util; using System; using System.Collections; using System.Collections.Generic; using DG.Tweening; using UnityEngine; [RequireComponent(typeof(Rigidbody))] public class FallawayFloor : MonoBehaviour { // // Speed at which the object moves towards the ground. public float speed; // Time it takes for ogjecct to begin moving towards the ground. public float fallAwayTime; [SerializeField] private TrapSettings _settings; [SerializeField] private GameObject _graphics; private Rigidbody rb; private Vector3 initialPosition; public bool Falling => _triggered; private bool _triggered = false; private void Start() { initialPosition = transform.position; // Get Rigidbody component. rb = GetComponent(); } private void LateUpdate() { if (!_triggered) { transform.position = initialPosition; return; } if (_settings.SafeTime > _settings.FallawayFloor.SafeResetTime) { Reset(); // pop in animation transform.localScale = Vector3.zero; transform .DOScale(Vector3.one, 0.5f) .SetEase(_settings.FallawayFloor.PopInEase); } } private void OnTriggerEnter(Collider other) { if (!_triggered && other.CompareTag("Player")) { Fall(); } } //The platform gets destroyed after the player resumes frozen time on a platform private void OnTriggerStay(Collider other) { if (!_triggered && other.CompareTag("Player")) { Fall(); } } public void Fall() { // already falling if (_triggered) return; // time stop if ( _settings.ObjectTimeScale.AsBool ) return; StartCoroutine(FallCR()); } private IEnumerator FallCR() { _triggered = true; _graphics.transform.DOShakePosition( fallAwayTime, _settings.FallawayFloor.ShakeStrength); FMODUnity.RuntimeManager.PlayOneShot(_settings.FallawayFloor.FMODEvent); // wait a moment yield return new WaitForSeconds(fallAwayTime); // fall rb.velocity = Vector3.down * speed; } public void Reset() { _triggered = false; transform.position = initialPosition; rb.velocity = Vector3.zero; } }