Updated platform scripts
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@ -123,6 +123,79 @@ NavMeshSettings:
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debug:
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value: Moving_Platform_Medium
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--- !u!1 &387708699
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GameObject:
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@ -209,7 +282,7 @@ Transform:
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m_Children:
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m_Father: {fileID: 0}
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m_RootOrder: 8
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m_RootOrder: 9
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--- !u!61 &387708702
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BoxCollider2D:
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@ -254,10 +327,10 @@ Rigidbody2D:
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m_AngularDrag: 0.05
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m_CollisionDetection: 1
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--- !u!114 &387708704
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@ -2481,7 +2554,7 @@ PrefabInstance:
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@ -2714,7 +2787,7 @@ Transform:
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m_Children:
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m_Father: {fileID: 0}
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--- !u!1001 &1692941248
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@ -2729,7 +2802,7 @@ PrefabInstance:
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@ -2843,7 +2916,7 @@ PrefabInstance:
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@ -2896,7 +2969,7 @@ PrefabInstance:
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@ -2969,7 +3042,7 @@ PrefabInstance:
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propertyPath: m_LocalPosition.x
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@ -21,7 +21,6 @@ namespace Platforms
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private void Update()
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{
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if (!_collidingTriggerCheck.IsCollided || _onCollision) return;
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Debug.Log("On collision");
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_onCollision = true;
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StartCoroutine(Collapse());
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}
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@ -34,7 +33,7 @@ namespace Platforms
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private IEnumerator Collapse()
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{
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//changer sprite en rouge
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GetComponent<SpriteRenderer>().color = Color.red;
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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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@ -45,7 +44,7 @@ namespace Platforms
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{
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yield return new WaitForSeconds(TimeBeforeReset);
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_onCollision = false;
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//change sprite en normal
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GetComponent<SpriteRenderer>().color = Color.white;
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ChangeState(true);
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}
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}
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@ -60,13 +60,13 @@ namespace Platforms
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switch (_goingToFuturePos)
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{
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case true:
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transform.position += new Vector3(0.05f, 0, 0);
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_platformRigidbody.AddForce(Vector2.left * 100.0f * Time.deltaTime, ForceMode2D.Impulse);
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if (Math.Abs(_futurePos.x - transform.position.x) < VerificationOffset &&
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Math.Abs(_futurePos.y - transform.position.y) < VerificationOffset)
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_goingToFuturePos = false;
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break;
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case false:
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transform.position += new Vector3(-0.05f, 0, 0);
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_platformRigidbody.AddForce(Vector2.left * -100.0f * Time.deltaTime, ForceMode2D.Impulse);
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if (Math.Abs(_originalPos.x - transform.position.x) < VerificationOffset &&
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Math.Abs(_originalPos.y - transform.position.y) < VerificationOffset)
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_goingToFuturePos = true;
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