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Bildschirmflausch-LD41/Assets/Scripts/Door.cs
2018-04-24 03:52:38 +02:00

90 lines
2.7 KiB
C#

using UnityEngine;
[RequireComponent(typeof(SpriteRenderer))]
public class Door : MonoBehaviour {
private bool locked = false;
private Animator animator;
[SerializeField]
Room parent;
BoxCollider2D boundingBox;
BoxCollider2D triggerBox;
// Use this for initialization
void Awake() {
BoxCollider2D[] colliders = GetComponents<BoxCollider2D>();
animator = GetComponent<Animator>();
foreach ( BoxCollider2D collider in colliders ) {
if ( collider.isTrigger ) {
triggerBox = collider;
//Debug.Log("Found Door trigger");
} else {
boundingBox = collider;
//Debug.Log("Found Door collider");
}
}
}
/// <summary>
/// Sets the parent Room Object reference.
/// </summary>
/// <param name="room"></param>
public void SetParent(Room room) {
this.parent = room;
}
/// <summary>
/// Locks the door.
/// </summary>
public void Lock() {
animator.SetBool("open", false);
locked = true;
boundingBox.enabled = true;
triggerBox.enabled = false;
//GetComponent<SpriteRenderer>().enabled = true;
}
/// <summary>
/// Unlocks the door.
/// </summary>
public void Unlock() {
animator.SetBool("open", true);
locked = false;
boundingBox.enabled = false;
triggerBox.enabled = true;
//GetComponent<SpriteRenderer>().enabled = false;
}
/// <summary>
/// Returns if the door is locked.
/// </summary>
/// <returns></returns>
public bool IsLocked() {
return locked;
}
/// <summary>
/// Check if a player moved inside of a room and notify the room.
/// </summary>
/// <param name="collision"></param>
private void OnTriggerExit2D(Collider2D collision) {
// TODO only works correct for entering a room!
if ( collision.tag == "Player") {
Player player = collision.gameObject.GetComponent<Player>();
Vector2 centerToCollider = (Vector2) gameObject.transform.position - parent.GetPosition() + parent.GetCenter();
Vector2 centerToPlayer = (Vector2) player.gameObject.transform.position - parent.GetPosition() + parent.GetCenter();
if (centerToCollider.magnitude - 1 < centerToPlayer.magnitude) {
Debug.Log(centerToCollider.magnitude - 1);
Debug.Log(centerToPlayer.magnitude);
return;
}
Debug.Log("Leaving Trigger");
if(parent == null) {
Debug.Log("This door has no parent Room!");
return;
}
parent.OnPlayerEnter(player);
}
}
}