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Working on Monster

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Joshua Reason 2 years ago
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7dfc3b5cea
13 changed files with 748 additions and 0 deletions
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Variables;
public class MonsterController : MonoBehaviour, IResettable
{
[SerializeField, Header("References")]
Reference<float> m_light;
[SerializeField]
private GameObject[] m_possibleFrames;
[SerializeField]
private Transform m_player;
[SerializeField]
public GameObject m_defaultObject;
private void OnEnable()
{
m_light.OnValueChanged += OnLightChange;
}
private void OnDisable()
{
m_light.OnValueChanged -= OnLightChange;
}
private void Start()
{
foreach (Transform child in transform)
{
if (child.gameObject.activeInHierarchy)
m_defaultObject = child.gameObject;
}
}
private void ChangeRandomMonster()
{
GameObject[] inactiveFrames = m_possibleFrames.Where(p => !p.activeInHierarchy).ToArray();
GameObject nextFrame = inactiveFrames[Random.Range(0, inactiveFrames.Length)];
foreach(Transform child in transform)
{
child.gameObject.SetActive(child.gameObject == nextFrame);
}
}
private void OnLightChange(float value)
{
if (value <= 0)
{
ChangeRandomMonster();
}
}
public void OnLevelLoad()
{
}
public IEnumerator OnResetStart(float time)
{
yield break;
}
public void OnResetEnd()
{
foreach (Transform child in transform)
{
child.gameObject.SetActive(child.gameObject == m_defaultObject);
}
}
}

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