44 lines
1.1 KiB
C#
44 lines
1.1 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace EntityStates.Missions.BrotherEncounter;
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public class Phase2 : BrotherEncounterPhaseBaseState
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{
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public static float delayBetweenPillarActivation;
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private List<GameObject> pillarsToActive = new List<GameObject>();
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private float pillarActivationStopwatch;
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protected override string phaseControllerChildString => "Phase2";
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protected override EntityState nextState => new Phase3();
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public override void OnEnter()
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{
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base.OnEnter();
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GameObject gameObject = childLocator.FindChild("BlockingPillars").gameObject;
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if ((bool)gameObject)
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{
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gameObject.SetActive(value: true);
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for (int i = 0; i < gameObject.transform.childCount; i++)
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{
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pillarsToActive.Add(gameObject.transform.GetChild(i).gameObject);
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}
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}
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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pillarActivationStopwatch += GetDeltaTime();
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if (pillarsToActive.Count > 0 && pillarActivationStopwatch > delayBetweenPillarActivation)
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{
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pillarActivationStopwatch = 0f;
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pillarsToActive[0].SetActive(value: true);
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pillarsToActive.RemoveAt(0);
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}
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}
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}
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