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