BGJ-2022.1/Assets/Scripts/Platforms/CollapsingPlatform.cs

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using System.Collections;
using Movement;
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using UnityEngine;
namespace Platforms
{
public class CollapsingPlatform : MonoBehaviour
{
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private const float TimeBeforeCollapse = 2.0f;
private const float TimeBeforeReset = 4.0f;
private CollisionChecker _collidingTriggerCheck;
private bool _onCollision;
private void Awake()
{
_collidingTriggerCheck = GetComponentInChildren<CollisionChecker>();
}
private void Update()
{
if (!_collidingTriggerCheck.IsCollided || _onCollision) return;
Debug.Log("On collision");
_onCollision = true;
StartCoroutine(Collapse());
}
private void ChangeState(bool state)
{
GetComponent<SpriteRenderer>().enabled = state;
GetComponent<Collider2D>().enabled = state;
}
private IEnumerator Collapse()
{
//changer sprite en rouge
yield return new WaitForSeconds(TimeBeforeCollapse);
ChangeState(false);
StartCoroutine(Reset());
}
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// ReSharper disable once Unity.IncorrectMethodSignature
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private IEnumerator Reset()
{
yield return new WaitForSeconds(TimeBeforeReset);
_onCollision = false;
//change sprite en normal
ChangeState(true);
}
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}
}