/*
* author: mark joshwel
* date: 10/8/2024
* description: trigger to detect if the player did not land in an aerial faith landing trigger
*/
using System;
using UnityEngine;
///
/// detection behaviour class
///
public class AerialFaithDeathTrigger : MonoBehaviour
{
///
/// the trigger that detects if the player has jumped out of the play area
///
[SerializeField] private AerialFaithLeapTrigger linkedLeapTrigger;
///
/// check if linkedLeapTrigger is set
///
/// consequential exception
private void Awake()
{
if (linkedLeapTrigger == null)
throw new NullReferenceException("AerialFaithLandingTrigger: linkedLeapTrigger is not set");
}
///
/// detect if player has entered the trigger
///
/// colliding game object
private void OnTriggerEnter(Collider other)
{
// Debug.Log($"AerialFaithDeathTrigger: was hit by object with tag {other.tag}");
if (!other.CompareTag("Player") || !linkedLeapTrigger.isPlayerInAir) return;
// if (!other.CompareTag("Player"))
// {
// Debug.Log("AerialFaithDeathTrigger: player missed");
// return;
// }
//
// if (!linkedLeapTrigger.isPlayerInAir)
// {
// Debug.Log("AerialFaithDeathTrigger: player is in an invalid state");
// return;
// }
Debug.Log("AerialFaithDeathTrigger: player missed, and will be baked");
linkedLeapTrigger.isPlayerInAir = false;
// TODO: kill player
}
}