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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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