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path: root/GameCode/KeyDisappear.cs
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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);
			}
		}
	}
}