// public void playerTouch() {
// //Debug.Log("platform");
// //element.GetComponent<Mesh>().material =
// if (door) {
// if (!locked) {
// activate();
// } else {
// //?? play locked sound??
// }
// }
// }
// public void activate() {
// active = !active;
// if (delayedTime >= delay) {
// extending = !extending;
// extended = !extended;
// delayedTime = 0;
// hasActivated = true;
// }
// }
// Update is called once per frame
void Update()
{
// if (platformid == 436 || platformid == 443) {
// ;
// }
bool transit = true;
if (platform.active)
{
float speed = platform.speed * Time.deltaTime;
if (delayedTime <= platform.delay)
{
delayedTime += Time.deltaTime;
speed = 0;
}
// if (speed != 0 && platformid == 0) {
// ;
// }
// Debug.Log("active");
// Debug.Log(platform.Speed);
// Debug.Log(platform.extending);
if (platform.extending)
{
if (fromTop)
{
if (gameObject.transform.localPosition.y > min.y)
{
gameObject.transform.localPosition -= new Vector3(0, speed, 0);
}
else
{
gameObject.transform.localPosition = min;
transit = false;
}
}
else
{
if (gameObject.transform.localPosition.y < max.y)
{
gameObject.transform.localPosition += new Vector3(0, speed, 0);
}
else
{
gameObject.transform.localPosition = max;
transit = false;
}
}
}
else
{
if (platform.contractsSlower)
{
speed = speed * 0.66f;
}
if (fromTop)
{
if (gameObject.transform.localPosition.y < max.y)
{
gameObject.transform.localPosition += new Vector3(0, speed, 0);
}
else
{
gameObject.transform.localPosition = max;
transit = false;
}
}
else
{
if (gameObject.transform.localPosition.y > min.y)
{
gameObject.transform.localPosition -= new Vector3(0, speed, 0);
}
else
{
gameObject.transform.localPosition = min;
transit = false;
}
}
}
// Debug.Log(transit);
// Debug.Log(transit);
if (!transit)
{
inTransit = false;
// platform.active = false;
// platform.extended = !platform.extended;
// platform.extending = !platform.extending;
platform.deActivate();
}
}
if (fromTop)
{
platform.upperBottom.setLight();
platform.upperTop.setLight();
foreach (MapSegmentSide side in platform.upperSides)
{
side.setLight();
}
}
else
{
platform.lowerBottom.setLight();
platform.lowerTop.setLight();
foreach (MapSegmentSide side in platform.lowerSides)
{
side.setLight();
}
}
}