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using UnityEngine;
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using System.Collections;
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public enum DoorState{
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Closed,
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Closing,
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Opened,
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Opening
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}
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public delegate void DoorStateDelegate(Door sender, DoorState from, DoorState to);
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public class Door : MonoBehaviour {
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private Animator anim;
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private float state;
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public float speed = 1.0f;
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public float direction;
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private DoorState doorState;
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private SpriteRenderer _renderer;
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public event DoorStateDelegate StateChanged;
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protected virtual void OnStateChanged (DoorState from, DoorState to)
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{
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var handler = StateChanged;
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if (handler != null)
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handler (this, from, to);
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}
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public DoorState State{
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get{return doorState;}
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}
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// Use this for initialization
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void Start () {
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anim = gameObject.GetComponent<Animator>();
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_renderer = gameObject.GetComponent<SpriteRenderer>();
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_renderer.enabled = false;
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state = 0;
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}
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public void Open(){
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if((doorState == DoorState.Opened) || (doorState == DoorState.Opening)){
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return;
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}
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OnStateChanged(doorState, DoorState.Opening);
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direction = 1.0f;
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doorState = DoorState.Opening;
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}
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public void Close(){
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if((doorState == DoorState.Closed) || (doorState == DoorState.Closing)){
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return;
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}
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OnStateChanged(doorState, DoorState.Closing);
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doorState = DoorState.Closing;
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direction = -1.0f;
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}
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// Update is called once per frame
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void Update () {
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if(direction == 0.0f){
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return;
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}
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state = Mathf.Clamp01(state + direction * speed * Time.deltaTime);
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_renderer.enabled = state != 0.0f;
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if(direction < 0.0f && state == 0.0f){
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direction = 0.0f;
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OnStateChanged(doorState, DoorState.Closed);
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doorState = DoorState.Closed;
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}
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if(direction > 0.0f && state == 1.0f){
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direction = 0.0f;
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OnStateChanged(doorState, DoorState.Opened);
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doorState = DoorState.Opened;
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}
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anim.SetFloat("DoorState", state);
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}
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}
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