using System.Collections; using System.Collections.Generic; using System.Linq; using BITKit; using BITKit.Core.Entites; using BITKit.Sensors; using UnityEngine; namespace BITFALL.Scenes { public class EvacuateArea : MonoBehaviour,IAction { [SerializeReference, SubclassSelector] private ISensor sensor; public void EvacuateScopedPlayer() { var players = sensor.Get() .Where(x=>x.TryGetComponent(out _)) .Select(x=>x.GetComponent()); foreach (var x in players.Cast()) { Destroy(x.gameObject); } } void IAction.Execute() => EvacuateScopedPlayer(); } }