Implement respawning falling platforms

This commit is contained in:
RochesterX
2025-03-07 11:29:09 -05:00
parent c36f3b5a1a
commit 1a653d81b5
8 changed files with 179 additions and 11 deletions

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@@ -183,6 +184,28 @@ PlatformEffector2D:
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m_UseSideBounce: 0
m_SideArc: 1
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@@ -275,4 +298,4 @@ MonoBehaviour:
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fallDelay: 0.2
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resetDelay: 4

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@@ -8,13 +8,12 @@ public class FallPlatform : MonoBehaviour
bool falling;
Rigidbody2D rb;
//Vector3 defposition;
Vector3 defposition;
void Start()
{
//defposition = transform.position;
defposition = transform.parent.position;
rb = transform.parent.GetComponent<Rigidbody2D>();
}
private void OnTriggerEnter2D(Collider2D collision)
{
@@ -30,14 +29,18 @@ public class FallPlatform : MonoBehaviour
yield return new WaitForSeconds(fallDelay);
rb.bodyType = RigidbodyType2D.Dynamic;
yield return new WaitForSeconds(resetDelay);
//Respawn();
transform.parent.GetComponent<Animator>().SetTrigger("respawn");
yield return new WaitForSeconds(0.5f);
Respawn();
}
//only resets the object script is attached to, need to fix so platform will reset with fall trigger object
//private void Respawn()
//{
//falling = false;
//rb.bodyType = RigidbodyType2D.Static;
//transform.position = defposition;
//}
// Use transform.parent to get the object it's attatched to
private void Respawn()
{
falling = false;
rb.bodyType = RigidbodyType2D.Static;
transform.parent.position = defposition;
transform.parent.rotation = Quaternion.identity;
}
}