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using System.Collections;
using UnityEngine;
public class TimedTrap : TrapDamage
{
[Header("TimedTrap")]
[SerializeField] protected float activationDelay;
[SerializeField] protected float activeTime;
[SerializeField] protected float offset;
protected Animator animator;
protected SpriteRenderer sr;
protected bool triggered;
protected bool active;
protected bool isOffset;
protected void Awake()
{
animator = GetComponent<Animator>();
sr = GetComponent<SpriteRenderer>();
}
private void Start()
{
StartCoroutine(Offset());
}
protected void Update()
{
if (!triggered)
{
if(isOffset)
StartCoroutine(Activate());
}
}
protected new void OnTriggerEnter2D(Collider2D collision)
{
if (active)
{
base.OnTriggerEnter2D(collision);
}
}
protected new void OnTriggerStay2D(Collider2D collision)
{
if(active && !stay)
{
StartCoroutine(base.StayDamage(collision));
}
}
protected IEnumerator Activate()
{
triggered = true;
yield return new WaitForSeconds(activationDelay);
active = true;
animator.SetBool("activated", true);
yield return new WaitForSeconds(activeTime);
triggered = false;
active = false;
animator.SetBool("activated", false);
}
protected IEnumerator Offset()
{
yield return new WaitForSeconds(offset);
isOffset = true;
}
}
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