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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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