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ShadowTileController.cs
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88 lines (65 loc) · 2.09 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class ShadowTileController : MonoBehaviour
{
public GameObject lighter;
public bool isTriggered;
public float currentIntensity;
public float maxIntensity;
public float targetIntensity;
public bool active;
public string[] roomNames;
public Tilemap tilemap;
public GameObject player;
// Start is called before the first frame update
void Start()
{
player = GameObject.Find("lightPrime");
isTriggered = false;
currentIntensity = 1f;
for (int i = 0; i < roomNames.Length; i++)
{
tilemap = GameObject.Find(roomNames[i]).GetComponent<Tilemap>();
tilemap.color = new Color(1.0f, 1.0f, 1.0f, currentIntensity);
}
}
// Update is called once per frame
void Update()
{
if (Mathf.Abs(currentIntensity - targetIntensity) > 0.01f)
{
currentIntensity = Mathf.Lerp(currentIntensity,targetIntensity,0.05f);
for(int i = 0; i < roomNames.Length; i++)
{
tilemap = GameObject.Find(roomNames[i]).GetComponent<Tilemap>();
tilemap.color = new Color(1.0f, 1.0f, 1.0f, currentIntensity);
}
}
else
{
tilemap.color = new Color(1.0f, 1.0f, 1.0f, currentIntensity);
}
}
void OnTriggerStay2D(Collider2D col)
{
active = true;
if (col.gameObject.tag == ("Player"))
{
targetIntensity = 0f;
isTriggered = true;
player.GetComponent<PlayerLight>().playerLightEnable = false;
}
}
void OnTriggerExit2D(Collider2D col)
{
active = false;
if (col.gameObject.tag == ("Player"))
{
isTriggered = false;
targetIntensity = maxIntensity;
player.GetComponent<PlayerLight>().playerLightEnable = true;
}
}
}