using UnityEngine; public class HatRespawn : MonoBehaviour { private float lastInteractionTime; private const float respawnTime = 10f; private bool isDropped; void Start() { lastInteractionTime = Time.time; isDropped = false; } void Update() // Checks if the hat has been inactive for too long { if (isDropped && Time.time - lastInteractionTime > respawnTime) { Debug.Log("Hat has been inactive for too long. Respawning..."); RespawnHat(); } } void OnTriggerEnter2D(Collider2D collision) // Respawns the hat if it falls out of bounds { if (collision.gameObject.CompareTag("Platformer Hazard")) { Debug.Log("Hat collided with Platformer Hazard. Respawning..."); RespawnHat(); } } public void Interact() // Updates the player interaction time { lastInteractionTime = Time.time; isDropped = false; Debug.Log("Hat interacted with. Resetting timer."); } public void OnHatDropped() // Resets the timer when the hat is dropped { lastInteractionTime = Time.time; isDropped = true; Debug.Log("Hat dropped. Starting respawn timer."); } private void RespawnHat() // Respawns the hat at the designated spawn position { transform.position = GameManager.Instance.hatSpawnPosition; GetComponent().linearVelocity = Vector2.zero; transform.rotation = Quaternion.identity; lastInteractionTime = Time.time; // Reset the timer after respawning isDropped = false; Debug.Log("Hat respawned at designated position."); } }