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LightTrigger.cs
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100 lines (71 loc) · 2.23 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
using UnityEngine.Experimental.Rendering;
public class LightTrigger : MonoBehaviour
{
public GameObject lighter;
public bool isTriggered;
public float currentIntensity;
public float maxIntensity;
public float targetIntensity;
public bool active;
public Light2D light2d;
public GameObject player;
// Start is called before the first frame update
void Start()
{
player = GameObject.Find("lightPrime");
isTriggered = false;
//lighter = gameObject.transform.GetChild(0).gameObject;
}
// Update is called once per frame
void Update()
{
if (Mathf.Abs(light2d.intensity - targetIntensity) > 0.00001f)
{
int children = transform.childCount;
light2d.intensity = Mathf.Lerp(light2d.intensity, targetIntensity, 0.05f);
}
}
void OnTriggerStay2D(Collider2D col)
{
/*
active = true;
if (col.gameObject.tag == ("Player"))
{
targetIntensity = maxIntensity;
isTriggered = true;
player.GetComponent<PlayerLight>().playerLightEnable = false;
}
*/
}
void OnTriggerExit2D(Collider2D col)
{
/*
active = false;
if (col.gameObject.tag == ("Player"))
{
isTriggered = false;
targetIntensity = 0f;
player.GetComponent<PlayerLight>().playerLightEnable = true;
}
*/
}
public void MakeBright()
{
active = true;
targetIntensity = maxIntensity;
isTriggered = true;
//player.GetComponent<PlayerLight>().playerLightEnable = false;
if(GetComponent<BoxCollider2D>() != null)
{
GetComponent<BoxCollider2D>().enabled = false;
}
if (GetComponent<PolygonCollider2D>() != null)
{
GetComponent<PolygonCollider2D>().enabled = false;
}
}
}