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