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Crash-Course/Assets/Scripts/Game/HatRespawn.cs

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using UnityEngine;
using Game;
using Music;
using Player;
using System.Collections;
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namespace Game
{
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public class HatRespawn : MonoBehaviour
{
private float lastInteractionTime;
public const float respawnTime = 10f;
private bool isDropped;
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public Vector2 initialSubhatPosition;
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public static bool canBePickedUp = true; // Flag to check if the hat can be picked up
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public Vector2 initialScale;
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private void Awake()
{
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initialScale = transform.lossyScale;
}
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void Start()
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{
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//initialSubhatPosition = transform.GetChild(0).transform.localPosition;
lastInteractionTime = Time.time;
isDropped = false;
transform.position = GameManager.Instance.hatSpawnPositions[Random.Range(0, GameManager.Instance.hatSpawnPositions.Count - 1)];
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}
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void Update() // Checks if the hat has been inactive for too long
{
if (GameManager.Instance.gameOver) GetComponent<BoxCollider2D>().enabled = false;
if (isDropped && Time.time - lastInteractionTime > respawnTime)
{
StartCoroutine(RespawnHat());
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}
}
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void OnTriggerEnter2D(Collider2D collision) // Respawns the hat if it falls out of bounds
{
if (collision.gameObject.CompareTag("Platformer Hazard"))
{
isDropped = true;
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StartCoroutine(RespawnHat());
}
}
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public void Interact() // Updates the player interaction time
{
lastInteractionTime = Time.time;
isDropped = false;
}
public void OnHatDropped() // Resets the timer when the hat is dropped
{
lastInteractionTime = Time.time;
isDropped = true;
}
private IEnumerator RespawnHat() // Respawns the hat at the designated spawn position
{
GetComponentInChildren<Animator>().SetTrigger("respawn");
yield return new WaitForSeconds(1f / 3f / 2f);
transform.position = GameManager.Instance.hatSpawnPositions[Random.Range(0, GameManager.Instance.hatSpawnPositions.Count - 1)];
GetComponent<Rigidbody2D>().linearVelocity = Vector2.zero;
GetComponent<Rigidbody2D>().angularVelocity = 0f;
transform.rotation = Quaternion.identity;
lastInteractionTime = Time.time; // Reset the timer after respawning
isDropped = false;
}
}
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}