39 lines
1.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(BoxCollider))]
public class Obstacle : PoolingObject<Obstacle>, IObstacle,IDamageDealer,IResettable
{
[field: SerializeField] public bool IsOnAllLanes { get; private set; }
public BoxCollider Collider { get; private set; }
//public BasePool<Obstacle> OwningPool { private get; set; }
private void Awake()
{
Collider = GetComponent<BoxCollider>();
}
public void ResetToDefault()
{
transform.localPosition = Vector3.zero;
transform.position = Vector3.zero;
transform.rotation = Quaternion.identity;
gameObject.transform.SetParent(OwningPool.transform);
ReturnToPool();
}
public void Impact()
{
ResetToDefault();
}
public void DealDamage(IDamageable target, int amount)
{
target.TakeDamage(amount);
}
//public void ReturnToPool()
//{
// OwningPool.ReturnToPool(this);
//}
}