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sota/RunningLateGame/Assets/Scripts/AerialFaithDeathTrigger.cs

64 lines
2.3 KiB
C#

/*
* 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;
/// <summary>
/// detection behaviour class
/// </summary>
public class AerialFaithDeathTrigger : MonoBehaviour
{
/// <summary>
/// the first trigger that detects if the player has jumped out of the play area
/// </summary>
[SerializeField] private AerialFaithLeapTrigger linkedLeapTrigger1;
/// <summary>
/// the second trigger that detects if the player has jumped out of the play area
/// </summary>
[SerializeField] private AerialFaithLeapTrigger linkedLeapTrigger2;
/// <summary>
/// the third trigger that detects if the player has jumped out of the play area
/// </summary>
[SerializeField] private AerialFaithLeapTrigger linkedLeapTrigger3;
/// <summary>
/// check if linkedLeapTrigger1 is set
/// </summary>
/// <exception cref="NullReferenceException">consequential exception</exception>
private void Awake()
{
if (linkedLeapTrigger1 == null)
throw new NullReferenceException("AerialFaithLandingTrigger: linkedLeapTrigger1 is not set");
}
/// <summary>
/// detect if player has entered the trigger
/// </summary>
/// <param name="other">colliding game object</param>
private void OnTriggerEnter(Collider other)
{
// Debug.Log($"AerialFaithDeathTrigger: was hit by object with tag {other.tag}");
// proceed if:
// - the colliding object is the player
// - any of the linked leap triggers are active, the 1st is always not null
if (!other.CompareTag("Player")) return;
if (!(linkedLeapTrigger1.isPlayerInAir ||
(linkedLeapTrigger2 != null && linkedLeapTrigger2.isPlayerInAir) ||
(linkedLeapTrigger3 != null && linkedLeapTrigger3.isPlayerInAir)))
return;
Debug.Log("AerialFaithDeathTrigger: player missed, and will be baked");
linkedLeapTrigger1.isPlayerInAir = false;
if (linkedLeapTrigger2 != null) linkedLeapTrigger2.isPlayerInAir = false;
if (linkedLeapTrigger3 != null) linkedLeapTrigger3.isPlayerInAir = false;
GameManager.Instance.SetDisplayState(GameManager.DisplayState.OverlayFailedOverTimeMenu);
}
}