2022-02-25 13:32:01 +03:00
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using System.Collections;
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using Movement;
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2022-02-23 13:47:46 +03:00
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using UnityEngine;
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namespace Platforms
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{
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public class CollapsingPlatform : MonoBehaviour
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{
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2022-02-25 13:32:01 +03:00
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private const float TimeBeforeCollapse = 2.0f;
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private const float TimeBeforeReset = 4.0f;
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private CollisionChecker _collidingTriggerCheck;
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2022-02-26 14:10:48 +03:00
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public Sprite small;
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public Sprite medium;
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public Sprite large;
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public Sprite smallCollapsing;
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public Sprite mediumCollapsing;
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public Sprite largeCollapsing;
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2022-02-25 13:32:01 +03:00
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private bool _onCollision;
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2022-02-26 14:10:48 +03:00
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[Range(1, 3)] public int size;
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2022-02-25 13:32:01 +03:00
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private void Awake()
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{
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_collidingTriggerCheck = GetComponentInChildren<CollisionChecker>();
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}
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private void Update()
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{
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if (!_collidingTriggerCheck.IsCollided || _onCollision) return;
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_onCollision = true;
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StartCoroutine(Collapse());
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}
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private void ChangeState(bool state)
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{
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GetComponent<SpriteRenderer>().enabled = state;
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GetComponent<Collider2D>().enabled = state;
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}
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private IEnumerator Collapse()
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{
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2022-02-26 14:10:48 +03:00
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switch (size)
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{
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case 1:
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GetComponent<SpriteRenderer>().sprite = smallCollapsing;
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break;
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case 2:
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GetComponent<SpriteRenderer>().sprite = mediumCollapsing;
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break;
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case 3:
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GetComponent<SpriteRenderer>().sprite = largeCollapsing;
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break;
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}
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2022-02-25 13:32:01 +03:00
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yield return new WaitForSeconds(TimeBeforeCollapse);
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ChangeState(false);
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StartCoroutine(Reset());
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}
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2022-02-25 14:12:49 +03:00
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// ReSharper disable once Unity.IncorrectMethodSignature
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2022-02-25 13:32:01 +03:00
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private IEnumerator Reset()
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{
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yield return new WaitForSeconds(TimeBeforeReset);
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_onCollision = false;
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2022-02-26 14:10:48 +03:00
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switch (size)
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{
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case 1:
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GetComponent<SpriteRenderer>().sprite = small;
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break;
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case 2:
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GetComponent<SpriteRenderer>().sprite = medium;
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break;
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case 3:
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GetComponent<SpriteRenderer>().sprite = large;
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break;
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}
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2022-02-25 13:32:01 +03:00
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ChangeState(true);
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}
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2022-02-23 13:47:46 +03:00
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}
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}
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