using UnityEngine; public class TeleportTrap : MonoBehaviour { private Vector3 GetRandomPosition() { Vector3 randomPosition; int attempts = 0; do { // Generate random X and Z positions rounded to nearest 10, then offset by 5 float x = Mathf.Round(Random.Range(-45f, 45f) / 10f) * 10f + 5f; float z = Mathf.Round(Random.Range(-45f, 45f) / 10f) * 10f + 5f; // Fixed Y position for traps randomPosition = new Vector3(x, 3.5f, z); attempts++; if (attempts > 100) { Debug.LogWarning("No valid position found for the death trap."); // Exit if too many attempts are made break; } } while ( Physics.CheckBox(randomPosition, new Vector3(2.5f, 3.5f, 2.5f), Quaternion.identity, LayerMask.GetMask("Walls")) || // Check for walls Physics.CheckBox(randomPosition, new Vector3(2.5f, 3.5f, 2.5f), Quaternion.identity, LayerMask.GetMask("Collectible")) || // Check for collectibles Physics.CheckBox(randomPosition, new Vector3(2.5f, 3.5f, 2.5f), Quaternion.identity, LayerMask.GetMask("Player")) // Check for player ); // Return a valid position for the death trap return randomPosition; } private Vector3 GetPositionTeleport() { Vector3 spawnPosition = GetRandomPosition(); return spawnPosition; } private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Player")) { collision.transform.position = GetPositionTeleport(); } } }