CapersProject/Assets/02.Scripts/Map/MapPortal.cs

59 lines
1.8 KiB
C#
Raw Normal View History

using System.Collections;
using BlueWater.Uis;
using BlueWater.Utility;
using Sirenix.OdinInspector;
using UnityEngine;
namespace BlueWater.Maps
{
public class MapPortal : MonoBehaviour
{
[SerializeField]
private Collider _collider;
[SerializeField, Required]
private Transform _targetTransform;
[SerializeField]
private Vector2 _fadeInOutTime = new(1f, 1f);
[SerializeField]
private float _delayAfterFadeIn = 0.5f;
[SerializeField]
private Color _fadeColor = new(0f, 0f, 0f, 0f);
private Coroutine _portalCoroutineInstance;
private void Awake()
{
InitializeComponents();
}
[Button("컴포넌트 초기화")]
private void InitializeComponents()
{
_collider = GetComponent<Collider>();
}
private void OnTriggerEnter(Collider other)
{
if (!other.CompareTag("Player") || !_targetTransform) return;
Utils.StartUniqueCoroutine(this, ref _portalCoroutineInstance, PortalCoroutine(other));
}
private IEnumerator PortalCoroutine(Collider other)
{
PlayerInputKeyManager.Instance.DisableCurrentPlayerInput();
GlobalEvents.FadeInOut?.Invoke(_fadeInOutTime.x, _fadeInOutTime.y, _fadeColor, _delayAfterFadeIn);
//CombatUiManager.Instance.FadeInOut(_fadeInOutTime.x, _fadeInOutTime.y, _fadeColor, _delayAfterFadeIn);
yield return new WaitForSeconds(_fadeInOutTime.x);
other.transform.position = _targetTransform.position;
yield return new WaitForSeconds(_delayAfterFadeIn + _fadeInOutTime.y);
PlayerInputKeyManager.Instance.EnableCurrentPlayerInput();
}
}
}