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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);
}
}
}
}
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