78 lines
1.9 KiB
C#
78 lines
1.9 KiB
C#
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using UnityEngine;
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using VRBeats.ScriptableEvents;
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namespace VRBeats
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{
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public class Wall : MonoBehaviour
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{
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[SerializeField] private GameEvent onInsideDeadZone = null;
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[SerializeField] private GameEvent onGameOver = null;
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[SerializeField] private float deadTime = 2.0f;
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private Spawneable spawneable = null;
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private float timer = 0.0f;
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private bool canKillPlayer = true;
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private Transform player = null;
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private bool canBeKilled = true;
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private bool destroyed = false;
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private void Awake()
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{
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player = VR_BeatManager.instance.Player.transform;
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spawneable = GetComponent<Spawneable>();
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}
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private void OnDestroy()
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{
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destroyed = true;
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}
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private void Update()
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{
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transform.position += Vector3.forward * spawneable.Speed * Time.deltaTime;
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if (ShouldKill())
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{
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Kill();
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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timer = 0.0f;
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onInsideDeadZone.Invoke();
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}
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private void OnTriggerStay(Collider other)
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{
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timer += Time.fixedDeltaTime;
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if (timer >= deadTime && canKillPlayer)
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{
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canKillPlayer = false;
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onGameOver.Invoke();
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}
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}
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private bool ShouldKill()
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{
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return canBeKilled && transform.position.z < player.position.z - 5.0f;
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}
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public void Kill()
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{
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canBeKilled = false;
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transform.ScaleTween(Vector3.zero, 2.0f).SetEase(Ease.EaseOutExpo).SetOnComplete(delegate
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{
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if(!destroyed)
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Destroy(gameObject);
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});
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}
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}
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}
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