using UnityEngine;
using System.Collections;
///
/// SensorController is a sensor that activates or deactivates
/// based on collisions with a cube or player.
///
public class SensorController : MonoBehaviour
{
private int _collisionEnterCount;
private SpriteRenderer _spriteRenderer;
private Coroutine _activationCoroutine;
[Header("Configuration")]
public Color activatedColor = new (44 / 255f, 127 / 255f, 33/ 255f);
public Color deactivatedColor = new (218 / 255f, 65 / 255f, 60 / 255f);
public float activationDelay = 0.2f;
public bool requiresCube;
public int requiredCubeOriginMap = -1;
public Activateable[] activateables;
private void Start()
{
_spriteRenderer = GetComponent();
_spriteRenderer.color = deactivatedColor;
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (!IsMatch(collision)) return;
_collisionEnterCount++;
if (_collisionEnterCount != 1) return;
_activationCoroutine ??= StartCoroutine(ActivateAfterDelay());
}
private void OnCollisionExit2D(Collision2D collision)
{
if (!IsMatch(collision)) return;
_collisionEnterCount--;
if (_collisionEnterCount != 0) return;
if (_activationCoroutine != null)
{
StopCoroutine(_activationCoroutine);
_activationCoroutine = null;
}
else
{
_spriteRenderer.color = deactivatedColor;
foreach (Activateable activateable in activateables)
{
activateable.SetActivation(false);
}
}
}
private bool IsMatch(Collision2D collision)
{
if (requiresCube)
{
if (!collision.gameObject.CompareTag("Cube")) return false;
var originMap = collision.gameObject.GetComponent().originMap;
if (requiredCubeOriginMap != -1 && originMap != requiredCubeOriginMap) return false;
}
return true;
}
private IEnumerator ActivateAfterDelay()
{
yield return new WaitForSeconds(activationDelay);
_activationCoroutine = null;
_spriteRenderer.color = activatedColor;
foreach (Activateable activateable in activateables)
{
activateable.SetActivation(true);
}
}
}