using UnityEngine; public class KeyDisappear : MonoBehaviour { [SerializeField] private GameObject wKey; [SerializeField] private GameObject aKey; [SerializeField] private GameObject sKey; [SerializeField] private GameObject dKey; private bool w; private bool a; private bool s; private bool d; [SerializeField] private bool destroyOnCompletion = true; private float time; private void Update() { time += Time.deltaTime; if (time > 3f) { if (Input.GetKeyUp(KeyCode.W)) { wKey.SetActive(value: false); w = true; } if (Input.GetKeyUp(KeyCode.A)) { aKey.SetActive(value: false); a = true; } if (Input.GetKeyUp(KeyCode.S)) { sKey.SetActive(value: false); s = true; } if (Input.GetKeyUp(KeyCode.D)) { dKey.SetActive(value: false); d = true; } if (destroyOnCompletion && w && a && s && d) { Object.Destroy(base.gameObject); } } } }