using System; using System.Collections; using RR.Game2D.Core; using UnityEngine; namespace RR.Game2D.Entities.Platforms { public class ShiftingPlatform : MonoBehaviour { [Header("Настройки смещения платформы")] [SerializeField] private Vector3 shiftAmount = new Vector3(0f, 2f, 0f); [SerializeField] private float shiftDuration = 1f; [SerializeField] private Direction2D shiftDirection = Direction2D.Down; [Header("Прикрепление игрока")] [SerializeField] private bool attachPlayer = true; private Vector3 _startPosition; private void Awake() { _startPosition = transform.position; } private void OnCollisionEnter2D(Collision2D other) { if (!other.gameObject.CompareTag("Player")) return; if (attachPlayer) other.transform.SetParent(transform); Vector3 shiftVector = shiftDirection switch { Direction2D.Down => Vector3.down * shiftAmount.y, Direction2D.Left => Vector3.left * shiftAmount.x, Direction2D.Right => Vector3.right * shiftAmount.x, Direction2D.Up => Vector3.up * shiftAmount.y, _ => Vector3.zero }; StopAllCoroutines(); StartCoroutine(ShiftPlatform(shiftVector)); } private void OnCollisionExit2D(Collision2D other) { if (!other.gameObject.CompareTag("Player")) return; if (attachPlayer) other.transform.SetParent(null); Vector3 shiftVector = shiftDirection switch { Direction2D.Down => Vector3.up * shiftAmount.y, Direction2D.Left => Vector3.right * shiftAmount.x, Direction2D.Right => Vector3.left * shiftAmount.x, Direction2D.Up => Vector3.down * shiftAmount.y, _ => Vector3.zero }; StopAllCoroutines(); StartCoroutine(ShiftPlatform(shiftVector)); } private IEnumerator ShiftPlatform(Vector3 shiftVector) { Vector3 initialPosition = transform.position; Vector3 finalPosition = initialPosition + shiftVector; float elapsedTime = 0f; while (elapsedTime < shiftDuration) { transform.position = Vector3.Lerp(initialPosition, finalPosition, (elapsedTime / shiftDuration)); elapsedTime += Time.deltaTime; yield return null; } transform.position = finalPosition; } } }