Files
FallBots/Assets/Content/Scripts/FallingPlatform.cs

91 lines
2.5 KiB
C#

using System;
using System.Collections;
using UnityEngine;
public class FallingPlatform : MonoBehaviour
{
[System.Serializable]
private class Settings
{
public float FallDelay = .5f;
public float RecoverDelay = 5;
}
[System.Serializable]
private class References
{
public Rigidbody Rigidbody;
}
[SerializeField]
private Settings _settings;
[SerializeField]
private References _references;
int _originLayer;
Vector3 _originPosition;
Quaternion _originRotation;
private IEnumerator _fallCoroutine;
void OnTriggerEnter(Collider col)
{
if (Player.Instance && Player.Instance.gameObject == col.gameObject)
{
Fall();
}
}
void Awake()
{
_originLayer = _references.Rigidbody.gameObject.layer;
_originPosition = _references.Rigidbody.transform.position;
_originRotation = _references.Rigidbody.transform.rotation;
}
private void Fall()
{
if (_fallCoroutine != null)
return;
StartCoroutine(_fallCoroutine = FallCoroutine());
}
IEnumerator FallCoroutine()
{
yield return new WaitForSeconds(_settings.FallDelay);
Vector3 random = new Vector3(UnityEngine.Random.Range(-1, 1), UnityEngine.Random.Range(-1, 1), UnityEngine.Random.Range(-1, 1)).normalized;
_references.Rigidbody.isKinematic = false;
_references.Rigidbody.AddRelativeTorque(random, ForceMode.Impulse);
_references.Rigidbody.gameObject.layer = 0;
yield return new WaitForSeconds(_settings.RecoverDelay);
float duration = 1f;
_references.Rigidbody.isKinematic = true;
_references.Rigidbody.gameObject.layer = _originLayer;
Vector3 originPosition = _references.Rigidbody.transform.position;
Quaternion originRotation = _references.Rigidbody.transform.rotation;
for (float t = 0; t < duration; t += Time.deltaTime)
{
float normalizedTime = t / duration;
float easeTime = .5f - Mathf.Cos(normalizedTime * Mathf.PI) * .5f;
_references.Rigidbody.transform.position = Vector3.Lerp(originPosition, _originPosition, easeTime);
_references.Rigidbody.transform.rotation = Quaternion.Slerp(originRotation, _originRotation, easeTime);
yield return new WaitForEndOfFrame();
}
_references.Rigidbody.transform.position = _originPosition;
_references.Rigidbody.transform.rotation = _originRotation;
_fallCoroutine = null;
}
}