Added jump double jump and mid air movement

This commit is contained in:
Hazim Bin Ijaz 2025-09-04 16:21:53 +05:00
parent ecde656551
commit 817edd2938
3 changed files with 341 additions and 165 deletions

View File

@ -2500,9 +2500,22 @@ MonoBehaviour:
m_EditorClassIdentifier:
moveSpeed: 1
laneDistance: 0.4
jumpPower: 0.6
jumpDuration: 1.2
laneSwitchSpeed: 10
maxHoldTime: 0.25
initialJumpVelocity: 6.5
holdUpwardAcceleration: 35
lowJumpGravityMultiplier: 2
fallGravityMultiplier: 2.5
coyoteTime: 0.12
jumpBufferTime: 0.12
maxVerticalSpeed: 15
allowAirLaneSwitch: 1
groundProbe: {fileID: 0}
groundMask:
serializedVersion: 2
m_Bits: 4294967295
groundCheckRadius: 0.2
groundCheckExtraDown: 0.06
useSpeedBlendTree: 1
speedParamName: Speed
runSpeedParamValue: 2
@ -2513,11 +2526,13 @@ MonoBehaviour:
secondHitWindow: 10
stateWaitTimeout: 3
waitingForGameOver: 0
fallingShortHash: 0
validateStatesOnStart: 1
runTag: Run
fallTag: Fall
fallingTag: Falling
runShortHash: 0
fallShortHash: 0
fallingShortHash: 0
--- !u!65 &1704108065
BoxCollider:
m_ObjectHideFlags: 0
@ -6238,7 +6253,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!23 &3681778087044869278
MeshRenderer:
m_ObjectHideFlags: 0
@ -8840,6 +8855,18 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 6341515697253773609, guid: 515cc30092d66fe4dba290f9d6415a60, type: 3}
propertyPath: initialJumpVelocity
value: 4
objectReference: {fileID: 0}
- target: {fileID: 6341515697253773609, guid: 515cc30092d66fe4dba290f9d6415a60, type: 3}
propertyPath: fallGravityMultiplier
value: 1.5
objectReference: {fileID: 0}
- target: {fileID: 6341515697253773609, guid: 515cc30092d66fe4dba290f9d6415a60, type: 3}
propertyPath: holdUpwardAcceleration
value: 20
objectReference: {fileID: 0}
- target: {fileID: 7027419816435059383, guid: 515cc30092d66fe4dba290f9d6415a60, type: 3}
propertyPath: m_Material
value:
@ -8848,6 +8875,10 @@ PrefabInstance:
propertyPath: m_Name
value: ChasePlayer
objectReference: {fileID: 0}
- target: {fileID: 7336801398090946996, guid: 515cc30092d66fe4dba290f9d6415a60, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []

View File

@ -1,76 +1,132 @@
using System.Collections;
using DG.Tweening;
using UnityEngine;
/// <summary>
/// Endless runner controller:
/// - Forward motion (Z), 3 lanes with smooth switching (ground & air)
/// - Tap = small jump, Hold (within window) = higher jump
/// - Coyote time + jump buffer for forgiving inputs
/// - Robust ground detection (collider-based sphere cast with optional probe)
/// - Animator driving preserved; obstacle/fall flow preserved
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class ChasePlayerController : MonoBehaviour
{
// ===== Movement =====
[Header("Movement")]
public float moveSpeed = 5f;
public float laneDistance = 2.5f; // 0=Left,1=Mid,2=Right
public float jumpPower = 0.6f;
public float jumpDuration = 1.2f;
public float laneSwitchSpeed = 10f; // used as units per second
[SerializeField] private float laneDistance = 2.5f; // 0=Left,1=Mid,2=Right
[SerializeField] private float laneSwitchSpeed = 10f; // units/sec
// ===== Jump (Tap / Hold) =====
[Header("Jump (Tap/Hold)")]
[SerializeField] private float maxHoldTime = 0.25f; // hold window
[SerializeField] private float initialJumpVelocity = 6.5f;
[SerializeField] private float holdUpwardAcceleration = 35f;
[SerializeField] private float lowJumpGravityMultiplier = 2.0f;
[SerializeField] private float fallGravityMultiplier = 2.5f;
[SerializeField] private float coyoteTime = 0.12f; // after leaving ground
[SerializeField] private float jumpBufferTime = 0.12f; // before landing
[SerializeField] private float maxVerticalSpeed = 15f;
[Header("Air Control")]
[SerializeField] private bool allowAirLaneSwitch = true;
// ===== Ground Check =====
[Header("Ground Check")]
[Tooltip("Optional feet probe; if null, uses collider bounds.")]
[SerializeField] private Transform groundProbe;
[SerializeField] private LayerMask groundMask = ~0;
[SerializeField] private float groundCheckRadius = 0.22f;
[SerializeField] private float groundCheckExtraDown = 0.06f;
// ===== Animator Driving =====
[Header("Animator Driving")]
public bool useSpeedBlendTree = true;
public string speedParamName = "Speed";
public float runSpeedParamValue = 2f;
public string runStateName = "Locomotion";
public int baseLayer = 0;
[SerializeField] private bool useSpeedBlendTree = true;
[SerializeField] private string speedParamName = "Speed";
[SerializeField] private float runSpeedParamValue = 2f;
[SerializeField] private string runStateName = "Locomotion";
[SerializeField] private int baseLayer = 0;
[Header("Fall / GameOver Logic")]
// ===== Fall / GameOver =====
[Header("Fall / GameOver")]
public string fallStateName = "Fall";
public string fallingStateName = "Falling";
public float secondHitWindow = 10f;
public float stateWaitTimeout = 3f;
[SerializeField] private float secondHitWindow = 10f;
[SerializeField] private float stateWaitTimeout = 3f;
public static System.Action<float> OnMoveSpeedChanged;
int currentLane = 1;
Rigidbody rb;
Animator animator;
bool isGrounded = true;
bool isJumping = false;
// ----- runtime state -----
private int currentLane = 1; // 0,1,2
private float targetLaneX = 0f;
Vector2 startTouchPosition;
bool swipeDetected = false;
float minSwipeDistance = 50f;
private Rigidbody rb;
private Animator animator;
private Collider col; // any non-trigger collider
float lastObstacleHitTime = -999f;
public bool waitingForGameOver = false;
private bool isGrounded = true;
private bool isJumping = false;
private float lastGroundedTime = -999f;
private float jumpPressTime = -999f;
private float jumpHoldTimer = 0f;
private bool jumpHeld = false;
int runShortHash, fallShortHash;
public int fallingShortHash;
[SerializeField] bool validateStatesOnStart = true;
[SerializeField] string runTag = "Run";
[SerializeField] string fallTag = "Fall";
[SerializeField] string fallingTag = "Falling";
private Vector2 startTouchPosition;
private bool swipeDetected = false;
private const float MIN_SWIPE = 50f;
float originalMoveSpeed;
bool unableToMove = false;
private float lastObstacleHitTime = -999f;
[HideInInspector] public bool waitingForGameOver = false;
ChaseScoreManager scoreManager;
[SerializeField] private bool validateStatesOnStart = true;
[SerializeField] private string runTag = "Run";
[SerializeField] private string fallTag = "Fall";
[SerializeField] private string fallingTag = "Falling";
void Start()
public int runShortHash, fallShortHash, fallingShortHash;
private bool hasSpeedFloat, hasIsGroundedBool, hasJumpTrigger, hasLandTrigger;
private float originalMoveSpeed;
private bool unableToMove = false;
private ChaseScoreManager scoreManager;
// ========= Unity =========
private void Start()
{
// Components
rb = GetComponent<Rigidbody>();
animator = GetComponent<Animator>();
col = GetComponent<Collider>();
scoreManager = FindObjectOfType<ChaseScoreManager>();
runShortHash = Animator.StringToHash(runStateName);
fallShortHash = Animator.StringToHash(fallStateName);
// Rigidbody setup (smooth & robust)
rb.interpolation = RigidbodyInterpolation.Interpolate;
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
rb.constraints = RigidbodyConstraints.FreezeRotation;
// Animator hashes
runShortHash = Animator.StringToHash(runStateName);
fallShortHash = Animator.StringToHash(fallStateName);
fallingShortHash = Animator.StringToHash(fallingStateName);
// Validate states (optional)
if (validateStatesOnStart)
{
if (!animator.HasState(baseLayer, runShortHash))
Debug.LogError($"Run state '{runStateName}' not found");
if (!animator.HasState(baseLayer, fallShortHash))
Debug.LogError($"Fall state '{fallStateName}' not found");
if (!animator.HasState(baseLayer, fallingShortHash))
Debug.LogError($"Falling state '{fallingStateName}' not found");
if (!animator.HasState(baseLayer, runShortHash)) Debug.LogError($"Run state '{runStateName}' not found");
if (!animator.HasState(baseLayer, fallShortHash)) Debug.LogError($"Fall state '{fallStateName}' not found");
if (!animator.HasState(baseLayer, fallingShortHash)) Debug.LogError($"Falling state '{fallingStateName}' not found");
}
// Cache animator parameters once
hasSpeedFloat = HasParam(speedParamName, AnimatorControllerParameterType.Float);
hasIsGroundedBool = HasParam("IsGrounded", AnimatorControllerParameterType.Bool);
hasJumpTrigger = HasParam("Jump", AnimatorControllerParameterType.Trigger);
hasLandTrigger = HasParam("Land", AnimatorControllerParameterType.Trigger);
originalMoveSpeed = moveSpeed;
targetLaneX = LaneToX(currentLane);
ForceRunStart();
}
@ -80,194 +136,293 @@ public class ChasePlayerController : MonoBehaviour
OnMoveSpeedChanged?.Invoke(newSpeed);
}
void Update()
private void Update()
{
UpdateGrounded();
DriveRunAnimation();
if (!unableToMove)
{
HandleInput();
HandleSwipe();
ReadKeyboardInput();
ReadTouchInput();
HandleJumpHold();
}
ApplyBetterJumpGravity();
ClampVerticalSpeed();
}
void FixedUpdate()
private void FixedUpdate()
{
MoveForward();
MoveForwardAndSide();
}
void HandleInput()
// ========= Input =========
private void ReadKeyboardInput()
{
if (isJumping) return;
// Lane switching (in-air allowed if enabled)
if ((isGrounded || allowAirLaneSwitch) && Input.GetKeyDown(KeyCode.LeftArrow) && currentLane > 0)
SetLane(currentLane - 1);
if (Input.GetKeyDown(KeyCode.LeftArrow) && currentLane > 0)
if ((isGrounded || allowAirLaneSwitch) && Input.GetKeyDown(KeyCode.RightArrow) && currentLane < 2)
SetLane(currentLane + 1);
// Jump
if (Input.GetKeyDown(KeyCode.Space))
{
currentLane--;
TweenToLaneX((currentLane - 1) * laneDistance);
jumpPressTime = Time.time;
TryStartJump();
jumpHeld = true;
jumpHoldTimer = 0f;
}
if (Input.GetKeyDown(KeyCode.RightArrow) && currentLane < 2)
if (Input.GetKeyUp(KeyCode.Space))
{
currentLane++;
TweenToLaneX((currentLane - 1) * laneDistance);
jumpHeld = false;
}
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
Jump();
}
void HandleSwipe()
private void ReadTouchInput()
{
if (Input.touchCount != 1) return;
var t = Input.GetTouch(0);
var touch = Input.GetTouch(0);
switch (touch.phase)
switch (t.phase)
{
case TouchPhase.Began:
startTouchPosition = touch.position;
startTouchPosition = t.position;
swipeDetected = true;
jumpHeld = true;
jumpHoldTimer = 0f;
jumpPressTime = Time.time;
break;
case TouchPhase.Ended:
if (!swipeDetected) return;
Vector2 swipe = touch.position - startTouchPosition;
if (!swipeDetected) { jumpHeld = false; break; }
Vector2 swipe = t.position - startTouchPosition;
if (swipe.magnitude >= minSwipeDistance && !isJumping)
if (swipe.magnitude >= MIN_SWIPE)
{
if (Mathf.Abs(swipe.x) > Mathf.Abs(swipe.y))
{
if (swipe.x > 0 && currentLane < 2)
{
currentLane++;
TweenToLaneX((currentLane - 1) * laneDistance);
}
else if (swipe.x < 0 && currentLane > 0)
{
currentLane--;
TweenToLaneX((currentLane - 1) * laneDistance);
}
}
else if (swipe.y > 0 && isGrounded)
{
Jump();
if ((isGrounded || allowAirLaneSwitch) && swipe.x > 0 && currentLane < 2) SetLane(currentLane + 1);
else if ((isGrounded || allowAirLaneSwitch) && swipe.x < 0 && currentLane > 0) SetLane(currentLane - 1);
}
else if (swipe.y > 0) TryStartJump();
}
else
{
// Tap
TryStartJump();
}
swipeDetected = false;
jumpHeld = false;
break;
}
}
void TweenToLaneX(float targetX)
{
float distance = Mathf.Abs(rb.position.x - targetX);
float duration = distance / laneSwitchSpeed;
// ========= Movement =========
private float LaneToX(int laneIndex) => (laneIndex - 1) * laneDistance;
rb.DOMoveX(targetX, duration).SetEase(Ease.OutQuad);
private void SetLane(int laneIndex)
{
currentLane = Mathf.Clamp(laneIndex, 0, 2);
targetLaneX = LaneToX(currentLane);
}
void MoveForward()
private void MoveForwardAndSide()
{
rb.MovePosition(rb.position + Vector3.back * moveSpeed * Time.fixedDeltaTime);
// Forward (Z)
Vector3 forwardStep = Vector3.back * moveSpeed * Time.fixedDeltaTime;
// Side toward target lane X
float newX = Mathf.MoveTowards(rb.position.x, targetLaneX, laneSwitchSpeed * Time.fixedDeltaTime);
Vector3 targetPos = new Vector3(newX, rb.position.y, rb.position.z) + forwardStep;
rb.MovePosition(targetPos);
}
void Jump()
// ========= Jump System =========
private void TryStartJump()
{
if (!isGrounded) return;
bool canCoyote = (Time.time - lastGroundedTime) <= coyoteTime;
isGrounded = false;
isJumping = true;
rb.velocity = Vector3.zero;
rb.useGravity = false;
if ((isGrounded || canCoyote) && !waitingForGameOver)
{
var v = rb.velocity;
v.y = initialJumpVelocity;
rb.velocity = v;
float forwardDisplacement = moveSpeed * jumpDuration;
Vector3 jumpTarget = rb.position + Vector3.back * forwardDisplacement;
isJumping = true;
isGrounded = false;
jumpPressTime = -999f; // consume buffer
rb.DOJump(jumpTarget, jumpPower, 1, jumpDuration)
.SetEase(Ease.Linear)
.OnStart(() =>
{
SafeSetTrigger("Jump");
SafeSetBool("IsGrounded", false);
})
.OnComplete(() =>
{
rb.useGravity = true;
isGrounded = true;
isJumping = false;
SafeSetTrigger("Land");
SafeSetBool("IsGrounded", true);
ForceRunStart();
});
if (hasJumpTrigger) animator.SetTrigger("Jump");
if (hasIsGroundedBool) animator.SetBool("IsGrounded", false);
}
}
void OnCollisionEnter(Collision collision)
private void HandleJumpHold()
{
if (!isJumping || !jumpHeld) return;
if (jumpHoldTimer < maxHoldTime && rb.velocity.y > 0f)
{
rb.AddForce(Vector3.up * holdUpwardAcceleration, ForceMode.Acceleration);
jumpHoldTimer += Time.deltaTime;
}
}
private void ApplyBetterJumpGravity()
{
if (rb == null) return;
if (rb.velocity.y < 0f)
{
rb.AddForce(Physics.gravity * (fallGravityMultiplier - 1f), ForceMode.Acceleration);
}
else if (!jumpHeld && rb.velocity.y > 0f)
{
rb.AddForce(Physics.gravity * (lowJumpGravityMultiplier - 1f), ForceMode.Acceleration);
}
}
private void ClampVerticalSpeed()
{
var v = rb.velocity;
if (v.y > maxVerticalSpeed) v.y = maxVerticalSpeed;
if (v.y < -maxVerticalSpeed) v.y = -maxVerticalSpeed;
rb.velocity = v;
}
// ========= Grounding =========
private void UpdateGrounded()
{
bool groundedNow = GroundProbe(out _);
if (groundedNow)
{
if (!isGrounded)
{
if (hasLandTrigger) animator.SetTrigger("Land");
if (hasIsGroundedBool) animator.SetBool("IsGrounded", true);
isJumping = false;
ForceRunStart();
}
isGrounded = true;
lastGroundedTime = Time.time;
// Buffered jump pressed just before landing
if ((Time.time - jumpPressTime) <= jumpBufferTime)
{
jumpPressTime = -999f;
TryStartJump();
}
}
else
{
isGrounded = false;
if (hasIsGroundedBool) animator.SetBool("IsGrounded", false);
}
}
private bool GroundProbe(out Vector3 hitPoint)
{
hitPoint = transform.position;
if (col != null)
{
Bounds b = col.bounds;
Vector3 feet = new Vector3(b.center.x, b.min.y + 0.02f, b.center.z);
Vector3 origin = groundProbe ? groundProbe.position : feet;
// SphereCast small distance down
if (Physics.SphereCast(origin, groundCheckRadius, Vector3.down, out RaycastHit hit,
groundCheckExtraDown + 0.02f, groundMask, QueryTriggerInteraction.Ignore))
{
hitPoint = hit.point;
return true;
}
// Fallback overlap
if (Physics.CheckSphere(origin + Vector3.down * groundCheckExtraDown, groundCheckRadius, groundMask, QueryTriggerInteraction.Ignore))
{
hitPoint = origin + Vector3.down * groundCheckExtraDown;
return true;
}
return false;
}
// No collider → simple overlap at probe or near feet
Vector3 o = groundProbe ? groundProbe.position : (transform.position + Vector3.down * 0.95f);
bool ok = Physics.CheckSphere(o, groundCheckRadius, groundMask, QueryTriggerInteraction.Ignore);
if (ok) hitPoint = o;
return ok;
}
private void OnCollisionStay(Collision collision)
{
// Extra safety: contact with ground layer & low vertical speed => grounded
if (((1 << collision.gameObject.layer) & groundMask) != 0 && Mathf.Abs(rb.velocity.y) < 0.1f)
{
isGrounded = true;
lastGroundedTime = Time.time;
}
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
isGrounded = true;
SafeSetBool("IsGrounded", true);
lastGroundedTime = Time.time;
isJumping = false;
if (hasIsGroundedBool) animator.SetBool("IsGrounded", true);
ForceRunStart();
}
}
void ForceRunStart(bool ignoreGuards = false)
// ========= Animator =========
private void ForceRunStart(bool ignoreGuards = false)
{
if (!ignoreGuards && (IsInOrGoingTo(fallShortHash) || IsInOrGoingTo(fallingShortHash) || waitingForGameOver))
return;
if (useSpeedBlendTree && HasParameter(speedParamName, AnimatorControllerParameterType.Float))
{
if (useSpeedBlendTree && hasSpeedFloat)
animator.SetFloat(speedParamName, runSpeedParamValue);
}
else if (!string.IsNullOrEmpty(runStateName))
{
animator.CrossFadeInFixedTime(runStateName, 0.1f, baseLayer, 0f);
}
}
void DriveRunAnimation()
private void DriveRunAnimation()
{
if (IsInOrGoingTo(fallShortHash) || IsInOrGoingTo(fallingShortHash) || isJumping) return;
if (useSpeedBlendTree && HasParameter(speedParamName, AnimatorControllerParameterType.Float))
if (useSpeedBlendTree && hasSpeedFloat)
{
animator.SetFloat(speedParamName, runSpeedParamValue, 0.1f, Time.deltaTime);
}
else
{
var st = animator.GetCurrentAnimatorStateInfo(baseLayer);
var st = animator.GetCurrentAnimatorStateInfo(baseLayer);
var nxt = animator.GetNextAnimatorStateInfo(baseLayer);
bool inRunNow = st.shortNameHash == runShortHash || st.IsTag(runTag);
bool inRunNow = st.shortNameHash == runShortHash || st.IsTag(runTag);
bool goingToRun = animator.IsInTransition(baseLayer) && (nxt.shortNameHash == runShortHash || nxt.IsTag(runTag));
if (!isJumping && !inRunNow && !goingToRun)
{
animator.CrossFadeInFixedTime(runStateName, 0.1f, baseLayer, 0f);
}
}
}
bool HasParameter(string name, AnimatorControllerParameterType type)
private bool HasParam(string name, AnimatorControllerParameterType type)
{
foreach (var p in animator.parameters)
if (p.type == type && p.name == name) return true;
return false;
}
void SafeSetTrigger(string trig)
{
if (HasParameter(trig, AnimatorControllerParameterType.Trigger))
animator.SetTrigger(trig);
}
void SafeSetBool(string param, bool v)
{
if (HasParameter(param, AnimatorControllerParameterType.Bool))
animator.SetBool(param, v);
}
bool IsInOrGoingTo(int shortHash)
private bool IsInOrGoingTo(int shortHash)
{
var st = animator.GetCurrentAnimatorStateInfo(baseLayer);
if (st.shortNameHash == shortHash) return true;
@ -279,49 +434,41 @@ public class ChasePlayerController : MonoBehaviour
return false;
}
// ----------------- Obstacle/Fall flow -----------------
// ========= Obstacle / Fall flow (kept) =========
public void OnObstacleHit()
{
if (waitingForGameOver) return;
// Second hit within window → Falling then GameOver
if (Time.time - lastObstacleHitTime <= secondHitWindow)
{
waitingForGameOver = true;
//SetMoveSpeed(0);
moveSpeed = 0;
StartCoroutine(PlayStateAndGameOver(fallingStateName, fallingShortHash));
}
else
{
// First hit → Fall only (no GameOver), then resume run when Fall finishes
lastObstacleHitTime = Time.time;
PlayStateOnce(fallStateName);
originalMoveSpeed = moveSpeed; // remember whatever it was right now
//SetMoveSpeed(0f); // optional: pause forward motion during stumble
originalMoveSpeed = moveSpeed;
moveSpeed = 0;
StartCoroutine(ResumeRunAfter(fallStateName, fallShortHash));
}
}
void PlayStateOnce(string stateName, float xfade = 0.08f)
private void PlayStateOnce(string stateName, float xfade = 0.08f)
{
if (string.IsNullOrEmpty(stateName) || animator == null) return;
animator.CrossFadeInFixedTime(stateName, xfade, baseLayer, 0f);
if (!string.IsNullOrEmpty(stateName))
animator.CrossFadeInFixedTime(stateName, xfade, baseLayer, 0f);
}
IEnumerator ResumeRunAfter(string stateName, int shortHash, float xfade = 0.1f)
private IEnumerator ResumeRunAfter(string stateName, int shortHash, float xfade = 0.1f)
{
float t0 = Time.time;
while (!IsInOrGoingTo(shortHash) && !TimedOut(t0)) yield return null;
while (animator.IsInTransition(baseLayer)) yield return null;
// Wait for completion OR force resume after timeout
t0 = Time.time;
while (!StateFinished(shortHash) && !TimedOut(t0))
yield return null;
while (!StateFinished(shortHash) && !TimedOut(t0)) yield return null;
if (!waitingForGameOver)
{
@ -330,6 +477,7 @@ public class ChasePlayerController : MonoBehaviour
animator.CrossFadeInFixedTime(runStateName, 0.1f, baseLayer, 0f);
}
}
public IEnumerator PlayStateAndGameOver(string stateName, int shortHash, float xfade = 0.08f)
{
unableToMove = true;
@ -341,26 +489,23 @@ public class ChasePlayerController : MonoBehaviour
animator.CrossFadeInFixedTime(stateName, xfade, baseLayer, 0f);
// Wait to enter target state
float t0 = Time.time;
while (!IsInOrGoingTo(shortHash) && !TimedOut(t0)) yield return null;
while (animator.IsInTransition(baseLayer)) yield return null;
// Wait for it to finish (non-looping recommended)
t0 = Time.time;
while (!StateFinished(shortHash) && !TimedOut(t0)) yield return null;
if (scoreManager) scoreManager.GameOver();
}
bool StateFinished(int shortHash)
private bool StateFinished(int shortHash)
{
var st = animator.GetCurrentAnimatorStateInfo(baseLayer);
return st.shortNameHash == shortHash && !animator.IsInTransition(baseLayer) && st.normalizedTime >= 1f;
}
bool TimedOut(float startTime)
{
return stateWaitTimeout > 0f && (Time.time - startTime) > stateWaitTimeout;
}
private bool TimedOut(float startTime) =>
stateWaitTimeout > 0f && (Time.time - startTime) > stateWaitTimeout;
}

View File

@ -18,7 +18,7 @@ PhysicsManager:
m_ClothInterCollisionDistance: 0
m_ClothInterCollisionStiffness: 0
m_ContactsGeneration: 1
m_LayerCollisionMatrix: fffffffffffffffffffffffffffaffffffffffffffffffffffffffff7ffffffff7fffffffffffffff7ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_LayerCollisionMatrix: fffffffffffffffffffffffffffbffffffffffffffffffffffffffff7ffffffffffffffffffffffff7ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_SimulationMode: 0
m_AutoSyncTransforms: 0
m_ReuseCollisionCallbacks: 1