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using MontanaJohns.Actors;
using System.Collections;
using UnityEngine;
public class TrapDamage : MonoBehaviour
{
[SerializeField]
protected int damage;
[Header("TrapDamage")]
[SerializeField] protected float stayDamageDelay;
protected bool stay;
protected Hashtable justEntered = new Hashtable();
protected void OnTriggerEnter2D(Collider2D collision)
{
if (justEntered.Contains(collision.gameObject))
justEntered[collision.gameObject] = true;
else
justEntered.Add(collision.gameObject, true);
DealDamage(collision);
}
protected void OnTriggerStay2D(Collider2D collision)
{
if (!stay)
{
StartCoroutine(StayDamage(collision));
}
}
protected void OnTriggerExit2D(Collider2D collision)
{
justEntered[collision.gameObject] = false;
}
protected IEnumerator StayDamage(Collider2D collision)
{
stay = true;
if (justEntered.Contains(collision.gameObject) && justEntered[collision.gameObject].Equals(true))
justEntered[collision.gameObject] = false;
else if (justEntered.Contains(collision.gameObject))
DealDamage(collision);
yield return new WaitForSeconds(stayDamageDelay);
stay = false;
}
protected void DealDamage(Collider2D collision)
{
if (collision.tag == "Player" || collision.tag == "Enemy")
{
collision.GetComponent<Actor>().TakeDamage(damage);
}
}
}
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