SkyWalker
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Assets/AllIn1SpriteShader/Materials/Ghost.mat
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public ClawBubbleType type;
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private Rigidbody rb;
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public MeshRenderer bottomMeshRenderer;
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public GameObject Wolf;
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// ---------- Non-physics separation settings ----------
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[Header("Non-Physics Separation")]
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{
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private void Start()
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}
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void WolfEnabler()
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{
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private void OnEnable()
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private GameObject heldObject;
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private Rigidbody heldRb;
|
||||
public Joystick joystick;
|
||||
private int _disableLocks = 0;
|
||||
private int _jamLocks = 0;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (descendDuration < 1.5f) descendDuration = 1.5f; // per spec
|
||||
@ -172,18 +175,36 @@ public class ClawController : MonoBehaviour
|
||||
// ==========================
|
||||
// UI BUTTON CLICK ENTRYPOINT
|
||||
// ==========================
|
||||
|
||||
public void OnDropButtonClicked()
|
||||
{
|
||||
if (!canControl || busy) return;
|
||||
if (Time.time - lastPressTime < pressCooldown) return;
|
||||
lastPressTime = Time.time;
|
||||
|
||||
// NEW: tell the mode manager a drop attempt is happening now
|
||||
|
||||
if (heldObject == null)
|
||||
{
|
||||
ClawGameModeManager.Instance?.NotifyDropAttempt();
|
||||
StartCoroutine(Press_GrabFlow());
|
||||
}
|
||||
else
|
||||
StartCoroutine(Press_DropFlow());
|
||||
}
|
||||
|
||||
//public void OnDropButtonClicked()
|
||||
//{
|
||||
// if (!canControl || busy) return;
|
||||
// if (Time.time - lastPressTime < pressCooldown) return;
|
||||
// lastPressTime = Time.time;
|
||||
|
||||
// if (heldObject == null)
|
||||
// StartCoroutine(Press_GrabFlow());
|
||||
// else
|
||||
// StartCoroutine(Press_DropFlow());
|
||||
//}
|
||||
|
||||
// =================================
|
||||
// PRESS → GRAB FLOW (no object held)
|
||||
// =================================
|
||||
@ -262,6 +283,7 @@ public class ClawController : MonoBehaviour
|
||||
// -------------
|
||||
// Grab / Drop
|
||||
// -------------
|
||||
|
||||
private void TryGrabAtBottom()
|
||||
{
|
||||
if (heldObject != null) return;
|
||||
@ -269,21 +291,15 @@ public class ClawController : MonoBehaviour
|
||||
ClawBubble candidate = null;
|
||||
float bestSqr = float.MaxValue;
|
||||
|
||||
// Sphere overlap
|
||||
var hits = Physics.OverlapSphere(clawPivot.position, grabRadius, bubbleMask, QueryTriggerInteraction.Ignore);
|
||||
foreach (var c in hits)
|
||||
{
|
||||
var cb = c.GetComponentInParent<ClawBubble>();
|
||||
if (!cb) continue;
|
||||
float d = (cb.transform.position - clawPivot.position).sqrMagnitude;
|
||||
if (d < bestSqr)
|
||||
{
|
||||
bestSqr = d;
|
||||
candidate = cb;
|
||||
}
|
||||
if (d < bestSqr) { bestSqr = d; candidate = cb; }
|
||||
}
|
||||
|
||||
// Fallback ray
|
||||
if (candidate == null)
|
||||
{
|
||||
if (Physics.Raycast(clawPivot.position, Vector3.down, out var hit, grabRayLength, bubbleMask, QueryTriggerInteraction.Ignore))
|
||||
@ -292,11 +308,16 @@ public class ClawController : MonoBehaviour
|
||||
|
||||
if (candidate == null)
|
||||
{
|
||||
// NEW: precision miss should penalize
|
||||
ClawGameModeManager.Instance?.NotifyMiss();
|
||||
if (sfx && sfxEmpty) sfx.PlayOneShot(sfxEmpty);
|
||||
return;
|
||||
}
|
||||
|
||||
// Grab: parent + freeze physics
|
||||
// NEW: notify what we grabbed (mode may use this info)
|
||||
ClawGameModeManager.Instance?.NotifyGrabbed(candidate.type);
|
||||
|
||||
// (existing grab logic)
|
||||
heldObject = candidate.gameObject;
|
||||
heldRb = heldObject.GetComponent<Rigidbody>();
|
||||
if (heldRb)
|
||||
@ -313,6 +334,58 @@ public class ClawController : MonoBehaviour
|
||||
if (sfx && sfxGrab) sfx.PlayOneShot(sfxGrab);
|
||||
}
|
||||
|
||||
|
||||
//private void TryGrabAtBottom()
|
||||
//{
|
||||
// if (heldObject != null) return;
|
||||
|
||||
// ClawBubble candidate = null;
|
||||
// float bestSqr = float.MaxValue;
|
||||
|
||||
// // Sphere overlap
|
||||
// var hits = Physics.OverlapSphere(clawPivot.position, grabRadius, bubbleMask, QueryTriggerInteraction.Ignore);
|
||||
// foreach (var c in hits)
|
||||
// {
|
||||
// var cb = c.GetComponentInParent<ClawBubble>();
|
||||
// if (!cb) continue;
|
||||
// float d = (cb.transform.position - clawPivot.position).sqrMagnitude;
|
||||
// if (d < bestSqr)
|
||||
// {
|
||||
// bestSqr = d;
|
||||
// candidate = cb;
|
||||
// }
|
||||
// }
|
||||
|
||||
// // Fallback ray
|
||||
// if (candidate == null)
|
||||
// {
|
||||
// if (Physics.Raycast(clawPivot.position, Vector3.down, out var hit, grabRayLength, bubbleMask, QueryTriggerInteraction.Ignore))
|
||||
// candidate = hit.collider.GetComponentInParent<ClawBubble>();
|
||||
// }
|
||||
|
||||
// if (candidate == null)
|
||||
// {
|
||||
// if (sfx && sfxEmpty) sfx.PlayOneShot(sfxEmpty);
|
||||
// return;
|
||||
// }
|
||||
|
||||
// // Grab: parent + freeze physics
|
||||
// heldObject = candidate.gameObject;
|
||||
// heldRb = heldObject.GetComponent<Rigidbody>();
|
||||
// if (heldRb)
|
||||
// {
|
||||
// heldRb.velocity = Vector3.zero;
|
||||
// heldRb.angularVelocity = Vector3.zero;
|
||||
// heldRb.isKinematic = true;
|
||||
// }
|
||||
|
||||
// var t = heldObject.transform;
|
||||
// t.SetParent(grabPoint, worldPositionStays: true);
|
||||
// t.DOLocalMove(Vector3.zero, snapToPivotDuration).SetEase(snapEase);
|
||||
|
||||
// if (sfx && sfxGrab) sfx.PlayOneShot(sfxGrab);
|
||||
//}
|
||||
|
||||
private void ReleaseHeldAtBottom()
|
||||
{
|
||||
if (heldObject == null) return;
|
||||
@ -333,16 +406,51 @@ public class ClawController : MonoBehaviour
|
||||
|
||||
heldObject = null;
|
||||
}
|
||||
public void ApplyDisable(float seconds)
|
||||
{
|
||||
if (!gameObject.activeInHierarchy) return;
|
||||
StartCoroutine(DisableLock(seconds));
|
||||
}
|
||||
private IEnumerator DisableLock(float s)
|
||||
{
|
||||
_disableLocks++;
|
||||
canControl = false;
|
||||
if (s > 0f) yield return new WaitForSeconds(s);
|
||||
_disableLocks = Mathf.Max(0, _disableLocks - 1);
|
||||
if (_disableLocks == 0) canControl = true;
|
||||
}
|
||||
|
||||
public void ApplyJam(float seconds)
|
||||
{
|
||||
if (!gameObject.activeInHierarchy) return;
|
||||
StartCoroutine(JamLock(seconds));
|
||||
}
|
||||
private IEnumerator JamLock(float s)
|
||||
{
|
||||
_jamLocks++;
|
||||
jammed = true;
|
||||
if (s > 0f) yield return new WaitForSeconds(s);
|
||||
_jamLocks = Mathf.Max(0, _jamLocks - 1);
|
||||
if (_jamLocks == 0) jammed = false;
|
||||
}
|
||||
|
||||
// === new hard overrides used by the mode manager ===
|
||||
public void ForceEnableControl()
|
||||
{
|
||||
_disableLocks = 0;
|
||||
canControl = true;
|
||||
}
|
||||
public void ForceClearJam()
|
||||
{
|
||||
_jamLocks = 0;
|
||||
jammed = false;
|
||||
}
|
||||
|
||||
// =========
|
||||
// FX Hooks
|
||||
// =========
|
||||
/// <summary>Bomb: disable all control for 'seconds'.</summary>
|
||||
public void ApplyDisable(float seconds)
|
||||
{
|
||||
if (!gameObject.activeInHierarchy) return;
|
||||
StartCoroutine(_Disable(seconds));
|
||||
}
|
||||
|
||||
private IEnumerator _Disable(float s)
|
||||
{
|
||||
bool prev = canControl;
|
||||
@ -352,11 +460,7 @@ public class ClawController : MonoBehaviour
|
||||
}
|
||||
|
||||
/// <summary>Shock: jam one rotation direction for 'seconds'.</summary>
|
||||
public void ApplyJam(float seconds)
|
||||
{
|
||||
if (!gameObject.activeInHierarchy) return;
|
||||
StartCoroutine(_Jam(seconds));
|
||||
}
|
||||
|
||||
private IEnumerator _Jam(float s)
|
||||
{
|
||||
jammed = true;
|
||||
@ -376,539 +480,3 @@ public class ClawController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//using UnityEngine;
|
||||
//using System.Collections;
|
||||
//using DG.Tweening;
|
||||
|
||||
//#if UNITY_INPUT_SYSTEM
|
||||
//using UnityEngine.InputSystem;
|
||||
//#endif
|
||||
|
||||
//public class ClawController : MonoBehaviour
|
||||
//{
|
||||
// [Header("Hierarchy (Crane)")]
|
||||
// public Transform craneA; // base that ROTATES around Y with joystick
|
||||
// public Transform craneB;
|
||||
// public Transform craneC;
|
||||
// public Transform craneD;
|
||||
// public Transform craneE; // telescopes by scaling Z
|
||||
// public Transform clawPivot; // tip / grab point
|
||||
|
||||
// [Header("Rotation (CraneA)")]
|
||||
// public float rotateSpeed = 90f; // deg/sec
|
||||
// public float minYaw = -75f; // clamp local Y (signed)
|
||||
// public float maxYaw = 75f; // clamp local Y (signed)
|
||||
// public bool invertX = false; // flip stick if needed
|
||||
// public bool jamBlocksClockwise = true; // Shock: block +X when true
|
||||
|
||||
// [Header("Drop / Grab")]
|
||||
// [Tooltip("Seconds the claw takes to descend (doc: 1.5s).")]
|
||||
// public float descendDuration = 1.5f;
|
||||
// [Tooltip("Cooldown between drops.")]
|
||||
// public float dropCooldown = 2.0f;
|
||||
// [Tooltip("Claw down scale (Z) for craneE; larger = extend more (go down).")]
|
||||
// public float downZ = 2.5f;
|
||||
// [Tooltip("Claw up/resting scale (Z) for craneE.")]
|
||||
// public float upZ = 1.0f;
|
||||
|
||||
// [Tooltip("Detection around clawPivot at the bottom position.")]
|
||||
// public float grabRadius = 0.25f;
|
||||
// public float grabRayLength = 1.0f;
|
||||
// public LayerMask bubbleMask = ~0;
|
||||
|
||||
// [Header("Delivery")]
|
||||
// [Tooltip("Optional: where to toss/deliver. If null, deliver in place.")]
|
||||
// public Transform rewardsChute;
|
||||
// public float liftDuration = 0.5f;
|
||||
// public float deliverMoveDuration = 0.4f;
|
||||
// public float deliverArcHeight = 0.6f;
|
||||
|
||||
// [Header("SFX (optional)")]
|
||||
// public AudioSource sfx;
|
||||
// public AudioClip sfxDropStart;
|
||||
// public AudioClip sfxGrab;
|
||||
// public AudioClip sfxEmpty;
|
||||
|
||||
// // ---- State ----
|
||||
// private bool canControl = true;
|
||||
// private bool jammed = false; // Shock effect flag
|
||||
// private float lastDropTime = -999f;
|
||||
|
||||
// private GameObject heldObject;
|
||||
// private Rigidbody heldRb;
|
||||
|
||||
// private Vector3 craneEUpScale;
|
||||
// public Joystick joystick;
|
||||
|
||||
// void Awake()
|
||||
// {
|
||||
// if (craneE != null) craneEUpScale = craneE.localScale;
|
||||
// if (descendDuration < 1.5f) descendDuration = 1.5f; // enforce doc spec minimum
|
||||
// }
|
||||
|
||||
// void Update()
|
||||
// {
|
||||
// if (clawPivot)
|
||||
// Debug.DrawRay(clawPivot.position, Vector3.down * grabRayLength, heldObject ? Color.cyan : Color.yellow);
|
||||
|
||||
// HandleMove();
|
||||
// HandleDropInput();
|
||||
// }
|
||||
|
||||
// // =======================
|
||||
// // ROTATION-BASED MOVEMENT
|
||||
// // =======================
|
||||
// private void HandleMove()
|
||||
// {
|
||||
// if (!canControl || craneA == null) return;
|
||||
|
||||
// float h = 0f;
|
||||
//#if UNITY_INPUT_SYSTEM
|
||||
// if (Gamepad.current != null)
|
||||
// h = Gamepad.current.leftStick.x.ReadValue();
|
||||
|
||||
// if (Keyboard.current != null)
|
||||
// {
|
||||
// if (Keyboard.current.leftArrowKey.isPressed || Keyboard.current.aKey.isPressed) h -= 1f;
|
||||
// if (Keyboard.current.rightArrowKey.isPressed || Keyboard.current.dKey.isPressed) h += 1f;
|
||||
// }
|
||||
//#else
|
||||
// if (Input.GetAxisRaw("Horizontal") > 0|| Input.GetAxisRaw("Horizontal") < 0) h = Input.GetAxisRaw("Horizontal");
|
||||
// else h = joystick.Horizontal;
|
||||
|
||||
//#endif
|
||||
// if (invertX) h = -h;
|
||||
|
||||
// // Shock jam: block one rotation direction
|
||||
// if (jammed)
|
||||
// {
|
||||
// if (jamBlocksClockwise && h > 0f) h = 0f;
|
||||
// if (!jamBlocksClockwise && h < 0f) h = 0f;
|
||||
// }
|
||||
|
||||
// if (Mathf.Approximately(h, 0f)) return;
|
||||
|
||||
// // Get current signed local Y (-180..180)
|
||||
// Vector3 e = craneA.localEulerAngles;
|
||||
// float currYaw = Mathf.DeltaAngle(0f, e.y);
|
||||
|
||||
// // Apply delta and clamp
|
||||
// float yawDelta = h * rotateSpeed * Time.deltaTime;
|
||||
// float newYaw = Mathf.Clamp(currYaw + yawDelta, minYaw, maxYaw);
|
||||
|
||||
// // Write back as 0..360
|
||||
// e.y = Mathf.Repeat(newYaw + 360f, 360f);
|
||||
// craneA.localEulerAngles = e;
|
||||
// }
|
||||
|
||||
// // ==============
|
||||
// // DROP-TO-GRAB IO
|
||||
// // ==============
|
||||
// private void HandleDropInput()
|
||||
// {
|
||||
// if (!canControl) return;
|
||||
|
||||
// bool pressed = false;
|
||||
//#if UNITY_INPUT_SYSTEM
|
||||
// if (Keyboard.current != null && Keyboard.current.spaceKey.wasPressedThisFrame) pressed = true;
|
||||
// if (Gamepad.current != null && Gamepad.current.buttonSouth.wasPressedThisFrame) pressed = true;
|
||||
//#else
|
||||
// if (Input.GetKeyDown(KeyCode.Space)) pressed = true;
|
||||
//#endif
|
||||
// if (!pressed) return;
|
||||
|
||||
// if (Time.time - lastDropTime < dropCooldown) return;
|
||||
|
||||
// lastDropTime = Time.time;
|
||||
// StartCoroutine(DropToGrab()); // << keep the original coroutine name
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// /// Descend (DOTween scale Z), attempt grab at bottom, rise, deliver.
|
||||
// /// Matches your previous DropToGrab-style flow.
|
||||
// /// </summary>
|
||||
// private IEnumerator DropToGrab()
|
||||
// {
|
||||
// // ---- Go Down ----
|
||||
// if (sfx && sfxDropStart) sfx.PlayOneShot(sfxDropStart);
|
||||
|
||||
// Tween downTween = null;
|
||||
// if (craneE)
|
||||
// {
|
||||
// Vector3 to = craneE.localScale; to.z = downZ;
|
||||
// downTween = craneE.DOScale(to, descendDuration).SetEase(Ease.Linear);
|
||||
// }
|
||||
// if (downTween != null) yield return downTween.WaitForCompletion();
|
||||
// else yield return new WaitForSeconds(descendDuration);
|
||||
|
||||
// // ---- Try Grab at Bottom ----
|
||||
// TryGrabAtBottom();
|
||||
|
||||
// // tiny settle delay for visuals if we grabbed something
|
||||
// if (heldObject != null)
|
||||
// yield return new WaitForSeconds(0.05f);
|
||||
|
||||
// // ---- Rise Up ----
|
||||
// Tween upTween = null;
|
||||
// if (craneE)
|
||||
// {
|
||||
// Vector3 to = craneE.localScale; to.z = upZ;
|
||||
// upTween = craneE.DOScale(to, 0.5f).SetEase(Ease.Linear);
|
||||
// }
|
||||
// if (upTween != null) yield return upTween.WaitForCompletion();
|
||||
// else yield return new WaitForSeconds(0.5f);
|
||||
|
||||
// // ---- Deliver / Score ----
|
||||
// if (heldObject != null)
|
||||
// yield return DeliverHeld();
|
||||
// }
|
||||
|
||||
// private void TryGrabAtBottom()
|
||||
// {
|
||||
// if (heldObject != null) return;
|
||||
|
||||
// ClawBubble candidate = null;
|
||||
// float bestSqr = float.MaxValue;
|
||||
|
||||
// // Sphere overlap first (tolerant)
|
||||
// var hits = Physics.OverlapSphere(clawPivot.position, grabRadius, bubbleMask, QueryTriggerInteraction.Ignore);
|
||||
// foreach (var c in hits)
|
||||
// {
|
||||
// var cb = c.GetComponentInParent<ClawBubble>();
|
||||
// if (!cb) continue;
|
||||
// float d = (cb.transform.position - clawPivot.position).sqrMagnitude;
|
||||
// if (d < bestSqr)
|
||||
// {
|
||||
// bestSqr = d;
|
||||
// candidate = cb;
|
||||
// }
|
||||
// }
|
||||
|
||||
// // Fallback: straight ray down
|
||||
// if (candidate == null)
|
||||
// {
|
||||
// if (Physics.Raycast(clawPivot.position, Vector3.down, out var hit, grabRayLength, bubbleMask, QueryTriggerInteraction.Ignore))
|
||||
// candidate = hit.collider.GetComponentInParent<ClawBubble>();
|
||||
// }
|
||||
|
||||
// if (candidate == null)
|
||||
// {
|
||||
// if (sfx && sfxEmpty) sfx.PlayOneShot(sfxEmpty);
|
||||
// return;
|
||||
// }
|
||||
|
||||
// // Grab: parent to pivot, freeze physics
|
||||
// heldObject = candidate.gameObject;
|
||||
// heldRb = heldObject.GetComponent<Rigidbody>();
|
||||
// if (heldRb)
|
||||
// {
|
||||
// heldRb.velocity = Vector3.zero;
|
||||
// heldRb.angularVelocity = Vector3.zero;
|
||||
// heldRb.isKinematic = true;
|
||||
// }
|
||||
|
||||
// var t = heldObject.transform;
|
||||
// t.SetParent(clawPivot, worldPositionStays: true);
|
||||
// t.DOLocalMove(Vector3.zero, liftDuration).SetEase(Ease.OutQuad);
|
||||
|
||||
// if (sfx && sfxGrab) sfx.PlayOneShot(sfxGrab);
|
||||
// }
|
||||
|
||||
// private IEnumerator DeliverHeld()
|
||||
// {
|
||||
// var cb = heldObject.GetComponent<ClawBubble>();
|
||||
// var type = cb ? cb.type : ClawBubbleType.Wolf;
|
||||
|
||||
// // Optional arc to chute
|
||||
// if (rewardsChute != null)
|
||||
// {
|
||||
// Vector3 start = heldObject.transform.position;
|
||||
// Vector3 end = rewardsChute.position;
|
||||
// Vector3 peak = (start + end) * 0.5f + Vector3.up * deliverArcHeight;
|
||||
|
||||
// var seq = DOTween.Sequence();
|
||||
// seq.Append(heldObject.transform.DOMove(peak, deliverMoveDuration * 0.5f).SetEase(Ease.OutQuad));
|
||||
// seq.Append(heldObject.transform.DOMove(end, deliverMoveDuration * 0.5f).SetEase(Ease.InQuad));
|
||||
// yield return seq.WaitForCompletion();
|
||||
// }
|
||||
|
||||
// // Score & effects
|
||||
// if (ClawScoreManager.Instance != null)
|
||||
// ClawScoreManager.Instance.EvaluateBubble(type);
|
||||
|
||||
// // Safety notify to spawner (in case you prefer it here)
|
||||
// if (ClawBubbleSpawner.Instance != null)
|
||||
// ClawBubbleSpawner.Instance.NotifyBubbleGrabbed(type);
|
||||
|
||||
// // Cleanup grabbed object
|
||||
// if (heldObject != null)
|
||||
// {
|
||||
// heldObject.transform.SetParent(null, true);
|
||||
// Destroy(heldObject);
|
||||
// }
|
||||
// heldObject = null;
|
||||
// heldRb = null;
|
||||
// }
|
||||
|
||||
// // =========
|
||||
// // FX Hooks
|
||||
// // =========
|
||||
// /// <summary>Bomb: disable all control for 'seconds'.</summary>
|
||||
// public void ApplyDisable(float seconds)
|
||||
// {
|
||||
// if (!gameObject.activeInHierarchy) return;
|
||||
// StartCoroutine(_Disable(seconds));
|
||||
// }
|
||||
// private IEnumerator _Disable(float s)
|
||||
// {
|
||||
// bool prev = canControl;
|
||||
// canControl = false;
|
||||
// yield return new WaitForSeconds(s);
|
||||
// canControl = prev;
|
||||
// }
|
||||
|
||||
// /// <summary>Shock: jam one rotation direction for 'seconds'.</summary>
|
||||
// public void ApplyJam(float seconds)
|
||||
// {
|
||||
// if (!gameObject.activeInHierarchy) return;
|
||||
// StartCoroutine(_Jam(seconds));
|
||||
// }
|
||||
// private IEnumerator _Jam(float s)
|
||||
// {
|
||||
// jammed = true;
|
||||
// yield return new WaitForSeconds(s);
|
||||
// jammed = false;
|
||||
// }
|
||||
|
||||
// // =====
|
||||
// // Gizmo
|
||||
// // =====
|
||||
// void OnDrawGizmosSelected()
|
||||
// {
|
||||
// if (clawPivot)
|
||||
// {
|
||||
// Gizmos.color = Color.yellow;
|
||||
// Gizmos.DrawWireSphere(clawPivot.position, grabRadius);
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
//using UnityEngine;
|
||||
//using System.Collections;
|
||||
//using DG.Tweening;
|
||||
|
||||
//#if UNITY_INPUT_SYSTEM
|
||||
//using UnityEngine.InputSystem;
|
||||
//#endif
|
||||
|
||||
//public class ClawController : MonoBehaviour
|
||||
//{
|
||||
// [Header("Hierarchy")]
|
||||
// public Transform craneA; // Crane_A (rotates as base)
|
||||
// public Transform craneB;
|
||||
// public Transform craneC;
|
||||
// public Transform craneD;
|
||||
// public Transform craneE; // Scale Z to drop
|
||||
// public Transform clawPivot; // Ray origin (tip/pivot of claw)
|
||||
// public Transform grabPoint; // Where held ball sits (keep scale ~1,1,1 ideally)
|
||||
|
||||
// [Header("Movement/Input")]
|
||||
// public float rotateSpeed = 90f;
|
||||
// public string horizontalAxis = "Horizontal"; // legacy axis (keyboard/gamepad)
|
||||
// public string dropButtonName = "Fire1"; // legacy button
|
||||
// public KeyCode dropKey = KeyCode.Space; // keyboard fallback
|
||||
// public Joystick virtualJoystick; // optional on-screen joystick
|
||||
|
||||
// [Header("Extend/Retract")]
|
||||
// public float descendTime = 0.6f;
|
||||
// public float dropZ = 50f; // craneE localScale.z when extended
|
||||
// public float upZ = 40f; // craneE localScale.z when idle
|
||||
// public float dropCooldown = 0.5f;
|
||||
|
||||
// [Header("Raycast & Layers")]
|
||||
// public float grabRayLength = 2f;
|
||||
// public LayerMask ballLayerMask; // set in Inspector (Ball layer)
|
||||
// [Tooltip("Layer index to assign while the ball is held to avoid re-grab; set -1 to leave unchanged.")]
|
||||
// public int grabbedBallLayer = -1;
|
||||
// [Tooltip("Layer index to assign on release; set -1 to leave unchanged.")]
|
||||
// public int releasedBallLayer = -1;
|
||||
|
||||
// private bool canDrop = true;
|
||||
// private GameObject heldObject;
|
||||
// [Header("Drop Tuning")]
|
||||
// public float descendDuration = 1.5f; // doc requirement
|
||||
|
||||
// private bool canControl = true;
|
||||
// private bool jammed = false;
|
||||
// private float lastDropTime = -999f;
|
||||
|
||||
|
||||
// void Reset()
|
||||
// {
|
||||
// if (craneE)
|
||||
// {
|
||||
// var s = craneE.localScale;
|
||||
// craneE.localScale = new Vector3(s.x, s.y, upZ);
|
||||
// }
|
||||
// }
|
||||
|
||||
// void Update()
|
||||
// {
|
||||
// // Visualize the ray (Scene view)
|
||||
// Debug.DrawRay(clawPivot.position, Vector3.down * grabRayLength, heldObject ? Color.cyan : Color.yellow);
|
||||
|
||||
// // Rotation input (use Vertical from joystick per your previous setup; change to Horizontal if you prefer)
|
||||
// float x = 0f;
|
||||
// if (virtualJoystick != null) x = virtualJoystick.Vertical;
|
||||
// else x = Input.GetAxis(horizontalAxis);
|
||||
|
||||
// // Rotate around Crane_A's local forward axis (your setup)
|
||||
// craneA.Rotate(craneA.forward, x * rotateSpeed * Time.deltaTime, Space.World);
|
||||
|
||||
// // Drop/Action input
|
||||
// //bool dropPressed = Input.GetButtonDown(dropButtonName) || Input.GetKeyDown(dropKey);
|
||||
//#if UNITY_INPUT_SYSTEM
|
||||
// if (!dropPressed && Gamepad.current != null)
|
||||
// dropPressed = Gamepad.current.buttonSouth.wasPressedThisFrame; // A/Cross
|
||||
//#endif
|
||||
|
||||
// //if (dropPressed && canDrop)
|
||||
// //{
|
||||
// // if (heldObject != null)
|
||||
// // {
|
||||
// // // Drop wherever it is
|
||||
// // StartCoroutine(ReleaseHeldHere());
|
||||
// // }
|
||||
// // else
|
||||
// // {
|
||||
// // // Try to grab a ball under the claw
|
||||
// // if (Physics.Raycast(clawPivot.position, Vector3.down, out RaycastHit ballHit, grabRayLength, ballLayerMask))
|
||||
// // {
|
||||
// // StartCoroutine(DropToGrab(ballHit.collider.gameObject));
|
||||
// // }
|
||||
// // // else: nothing under → do nothing (or add a small poke if you want)
|
||||
// // }
|
||||
// //}
|
||||
// }
|
||||
|
||||
// // UI Button hook for mobile
|
||||
// public void TriggerDrop()
|
||||
// {
|
||||
// if (!canDrop) return;
|
||||
|
||||
// if (heldObject != null)
|
||||
// {
|
||||
// StartCoroutine(ReleaseHeldHere());
|
||||
// }
|
||||
// else if (Physics.Raycast(clawPivot.position, Vector3.down, out RaycastHit ballHit, grabRayLength, ballLayerMask))
|
||||
// {
|
||||
// StartCoroutine(DropToGrab(ballHit.collider.gameObject));
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// StartCoroutine(DropToGrab());
|
||||
// }
|
||||
// }
|
||||
|
||||
// IEnumerator DropToGrab(GameObject targetBall=null)
|
||||
// {
|
||||
// canDrop = false;
|
||||
|
||||
// // Extend
|
||||
// var s = craneE.localScale;
|
||||
// var start = new Vector3(s.x, s.y, upZ);
|
||||
// var end = new Vector3(s.x, s.y, dropZ);
|
||||
// craneE.localScale = start;
|
||||
// craneE.DOScale(end, descendTime);
|
||||
// yield return new WaitForSeconds(descendTime);
|
||||
|
||||
// if (targetBall != null)
|
||||
// {
|
||||
// ClawScoreManager.Instance.EvaluateBubble(targetBall.GetComponent<ClawBubble>().type);
|
||||
// // Disable physics while held
|
||||
// var rb = targetBall.GetComponent<Rigidbody>();
|
||||
// if (rb != null)
|
||||
// {
|
||||
// rb.isKinematic = true;
|
||||
// rb.constraints = RigidbodyConstraints.None;
|
||||
// rb.velocity = Vector3.zero;
|
||||
// rb.angularVelocity = Vector3.zero;
|
||||
// }
|
||||
|
||||
// // Parent to grabPoint without visual scale change
|
||||
// PreserveWorldScaleParent(targetBall.transform, grabPoint);
|
||||
|
||||
// targetBall.transform.localPosition = Vector3.zero;
|
||||
// targetBall.transform.localRotation = Quaternion.identity;
|
||||
|
||||
// // Move to 'grabbed' layer if requested
|
||||
// if (grabbedBallLayer >= 0)
|
||||
// SetLayerRecursively(targetBall, grabbedBallLayer);
|
||||
|
||||
// heldObject = targetBall;
|
||||
// }
|
||||
|
||||
// // Retract
|
||||
// craneE.DOScale(start, descendTime);
|
||||
// yield return new WaitForSeconds(descendTime);
|
||||
|
||||
// yield return new WaitForSeconds(dropCooldown);
|
||||
// canDrop = true;
|
||||
// }
|
||||
|
||||
// IEnumerator ReleaseHeldHere()
|
||||
// {
|
||||
// canDrop = false;
|
||||
|
||||
// if (heldObject != null)
|
||||
// {
|
||||
// // Unparent at current position
|
||||
// heldObject.transform.SetParent(null, true);
|
||||
|
||||
// // Re-enable full physics
|
||||
// var rb = heldObject.GetComponent<Rigidbody>();
|
||||
// if (rb != null)
|
||||
// {
|
||||
// rb.isKinematic = false;
|
||||
// rb.constraints = RigidbodyConstraints.None; // no restrictions
|
||||
// rb.velocity = Vector3.zero;
|
||||
// rb.angularVelocity = Vector3.zero;
|
||||
// }
|
||||
|
||||
// // Optionally restore/change layer on release
|
||||
// if (releasedBallLayer >= 0)
|
||||
// SetLayerRecursively(heldObject, releasedBallLayer);
|
||||
|
||||
// heldObject = null;
|
||||
// }
|
||||
|
||||
// yield return new WaitForSeconds(dropCooldown);
|
||||
// canDrop = true;
|
||||
// }
|
||||
|
||||
// // --- Utilities ---
|
||||
|
||||
// // Keep visual scale identical after parenting into a scaled hierarchy
|
||||
// private void PreserveWorldScaleParent(Transform child, Transform newParent)
|
||||
// {
|
||||
// Vector3 worldScale = child.lossyScale;
|
||||
// child.SetParent(newParent, true); // keep world pos/rot
|
||||
// Vector3 parentScale = newParent.lossyScale;
|
||||
// child.localScale = new Vector3(
|
||||
// SafeDiv(worldScale.x, parentScale.x),
|
||||
// SafeDiv(worldScale.y, parentScale.y),
|
||||
// SafeDiv(worldScale.z, parentScale.z)
|
||||
// );
|
||||
// }
|
||||
|
||||
// private float SafeDiv(float a, float b) => Mathf.Approximately(b, 0f) ? 0f : a / b;
|
||||
|
||||
// private void SetLayerRecursively(GameObject go, int layerIndex)
|
||||
// {
|
||||
// //go.layer = layerIndex;
|
||||
// //foreach (Transform t in go.transform)
|
||||
// // SetLayerRecursively(t.gameObject, layerIndex);
|
||||
// }
|
||||
//}
|
||||
|
288
Assets/Scripts/ClawGrab/ClawGameModeManager.cs
Normal file
288
Assets/Scripts/ClawGrab/ClawGameModeManager.cs
Normal file
@ -0,0 +1,288 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
|
||||
public enum ClawGameMode { None, Frenzy, Precision, TargetChallenge, RandomMayhem }
|
||||
|
||||
public class ClawGameModeManager : MonoBehaviour
|
||||
{
|
||||
public static ClawGameModeManager Instance { get; private set; }
|
||||
|
||||
[Header("Scene References")]
|
||||
public ClawController claw;
|
||||
public PlatformSpinController platform;
|
||||
public RoundTimer timer;
|
||||
public ClawBubbleSpawner spawner;
|
||||
public ClawScoreManager score;
|
||||
|
||||
[Header("UI (optional)")]
|
||||
public TextMeshProUGUI modeLabel;
|
||||
public TextMeshProUGUI subLabel;
|
||||
|
||||
[Header("Precision Mode")]
|
||||
public int precisionMaxAttempts = 10;
|
||||
public ClawBubbleType precisionTargetType = ClawBubbleType.Wolf; // “highlighted” type
|
||||
public int precisionWrongPenalty = 50;
|
||||
public bool precisionChangeTargetEveryHit = true;
|
||||
public Color precisionHighlightColor = new Color(1f, 0.95f, 0f, 1f); // yellow
|
||||
|
||||
[Header("Target Challenge")]
|
||||
public ClawBubbleType targetWolfType = ClawBubbleType.Wolf; // or GoldenWolf
|
||||
public int targetRequiredCount = 5;
|
||||
public int targetSetBonus = 500;
|
||||
public int targetWrongPenalty = 50;
|
||||
public Color targetHighlightColor = new Color(0.4f, 1f, 1f, 1f); // cyan
|
||||
|
||||
[Header("Random Mayhem")]
|
||||
public Vector2 mayhemIntervalRange = new Vector2(2f, 4f);
|
||||
public Vector2 mayhemEffectDurationRange = new Vector2(1.5f, 4f);
|
||||
public float mayhemTurboScalarSeconds = 4f;
|
||||
public float mayhemSlowScalarSeconds = 4f;
|
||||
public float mayhemFreezeSeconds = 2f;
|
||||
public float mayhemJamSeconds = 2f;
|
||||
public float mayhemDisableSeconds = 2f;
|
||||
|
||||
public ClawGameMode CurrentMode { get; private set; } = ClawGameMode.None;
|
||||
|
||||
// state
|
||||
int _precisionAttemptsLeft;
|
||||
ClawBubbleType _precisionCurrentType;
|
||||
int _targetCollected;
|
||||
Coroutine _mayhemCo;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
// keep the room idle until a mode is picked
|
||||
if (spawner) spawner.enabled = false;
|
||||
}
|
||||
void OnEnable()
|
||||
{
|
||||
if (!score) score = ClawScoreManager.Instance;
|
||||
if (score) score.OnScoreAdded += HandleAnyScoreDelta; // just to keep a pulse; real logic is per-mode below
|
||||
}
|
||||
void OnDisable()
|
||||
{
|
||||
if (score) score.OnScoreAdded -= HandleAnyScoreDelta;
|
||||
if (Instance == this) Instance = null;
|
||||
}
|
||||
|
||||
// -------- UI hooks (wire these to your 4 buttons) --------
|
||||
public void StartFrenzyMode() => StartMode(ClawGameMode.Frenzy);
|
||||
public void StartPrecisionMode() => StartMode(ClawGameMode.Precision);
|
||||
public void StartTargetChallengeMode() => StartMode(ClawGameMode.TargetChallenge);
|
||||
public void StartRandomMayhemMode() => StartMode(ClawGameMode.RandomMayhem);
|
||||
|
||||
public void StartMode(ClawGameMode mode)
|
||||
{
|
||||
StopAllModeEffects();
|
||||
CurrentMode = mode;
|
||||
|
||||
if (spawner && !spawner.enabled) spawner.enabled = true;
|
||||
|
||||
// Ensure claw is enabled at start of any mode
|
||||
claw?.ForceClearJam();
|
||||
claw?.ForceEnableControl();
|
||||
|
||||
switch (mode)
|
||||
{
|
||||
case ClawGameMode.Frenzy:
|
||||
if (modeLabel) modeLabel.text = "Mode: Frenzy";
|
||||
if (platform) platform.StartFrenzy();
|
||||
if (subLabel) subLabel.text = "";
|
||||
break;
|
||||
|
||||
case ClawGameMode.Precision:
|
||||
if (modeLabel) modeLabel.text = "Mode: Precision";
|
||||
_precisionAttemptsLeft = Mathf.Max(1, precisionMaxAttempts);
|
||||
_precisionCurrentType = precisionTargetType;
|
||||
UpdateSub($"Attempts: {_precisionAttemptsLeft} | Target: {_precisionCurrentType}");
|
||||
HighlightType(_precisionCurrentType, precisionHighlightColor, true);
|
||||
break;
|
||||
|
||||
case ClawGameMode.TargetChallenge:
|
||||
if (modeLabel) modeLabel.text = "Mode: Target Challenge";
|
||||
_targetCollected = 0;
|
||||
UpdateSub($"Collect {_targetCollected}/{targetRequiredCount} {targetWolfType}");
|
||||
HighlightType(targetWolfType, targetHighlightColor, true);
|
||||
break;
|
||||
|
||||
case ClawGameMode.RandomMayhem:
|
||||
if (modeLabel) modeLabel.text = "Mode: Random Mayhem";
|
||||
_mayhemCo = StartCoroutine(MayhemLoop());
|
||||
UpdateSub("");
|
||||
break;
|
||||
|
||||
default:
|
||||
if (modeLabel) modeLabel.text = "Mode: None";
|
||||
UpdateSub("");
|
||||
break;
|
||||
}
|
||||
|
||||
// fresh timer start if you want it to restart when you pick a mode
|
||||
if (timer && timer.autoStart) { timer.StopTimer(); timer.StartTimer(); }
|
||||
|
||||
}
|
||||
|
||||
// ===== ClawScoreManager -> hook points =====
|
||||
// Called *before* ScoreManager adds points. Return the points you want applied (can be negative for penalties).
|
||||
public int ModifyPointsBeforeApply(ClawBubbleType type, int currentPoints)
|
||||
{
|
||||
switch (CurrentMode)
|
||||
{
|
||||
case ClawGameMode.Precision:
|
||||
if (type != _precisionCurrentType) return -Mathf.Abs(precisionWrongPenalty);
|
||||
break;
|
||||
|
||||
case ClawGameMode.TargetChallenge:
|
||||
if (type != targetWolfType) return -Mathf.Abs(targetWrongPenalty);
|
||||
break;
|
||||
}
|
||||
return currentPoints;
|
||||
}
|
||||
|
||||
// Called right after ScoreManager applies the delta, so we can update per-mode state.
|
||||
public void NotifyBubbleResolved(ClawBubbleType type, int awarded)
|
||||
{
|
||||
switch (CurrentMode)
|
||||
{
|
||||
|
||||
//case ClawGameMode.Precision:
|
||||
// _precisionAttemptsLeft = Mathf.Max(0, _precisionAttemptsLeft - 1);
|
||||
// if (awarded > 0 && precisionChangeTargetEveryHit)
|
||||
// {
|
||||
// _precisionCurrentType = NextTargetType(_precisionCurrentType);
|
||||
// HighlightType(_precisionCurrentType, precisionHighlightColor, true);
|
||||
// }
|
||||
// UpdateSub($"Attempts: {_precisionAttemptsLeft} | Target: {_precisionCurrentType}");
|
||||
// if (_precisionAttemptsLeft <= 0) EndPrecisionRound();
|
||||
// break;
|
||||
case ClawGameMode.Precision:
|
||||
if (awarded > 0 && precisionChangeTargetEveryHit)
|
||||
{
|
||||
_precisionCurrentType = NextTargetType(_precisionCurrentType);
|
||||
HighlightType(_precisionCurrentType, precisionHighlightColor, true);
|
||||
}
|
||||
UpdateSub($"Attempts: {_precisionAttemptsLeft} | Target: {_precisionCurrentType}");
|
||||
break;
|
||||
|
||||
case ClawGameMode.TargetChallenge:
|
||||
if (type == targetWolfType && awarded > 0)
|
||||
{
|
||||
_targetCollected++;
|
||||
UpdateSub($"Collect {_targetCollected}/{targetRequiredCount} {targetWolfType}");
|
||||
if (_targetCollected >= targetRequiredCount)
|
||||
{
|
||||
// give set bonus
|
||||
if (score) score.ApplyExternalDelta?.Invoke(targetSetBonus);
|
||||
HighlightType(targetWolfType, targetHighlightColor, false);
|
||||
CurrentMode = ClawGameMode.None;
|
||||
UpdateSub("Set completed!");
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// ——— helpers ———
|
||||
void EndPrecisionRound()
|
||||
{
|
||||
if (claw) claw.ApplyDisable(9999f); // lock input
|
||||
if (platform) platform.ApplySlow(2f);
|
||||
UpdateSub("Out of attempts!");
|
||||
// (you can also StopTimer or pop a panel here if you like)
|
||||
}
|
||||
void StopAllModeEffects()
|
||||
{
|
||||
HighlightType(_precisionCurrentType, precisionHighlightColor, false);
|
||||
HighlightType(targetWolfType, targetHighlightColor, false);
|
||||
platform?.StopFrenzy();
|
||||
if (_mayhemCo != null) StopCoroutine(_mayhemCo);
|
||||
_mayhemCo = null;
|
||||
|
||||
claw?.ForceClearJam();
|
||||
claw?.ForceEnableControl();
|
||||
}
|
||||
//void StopAllModeEffects()
|
||||
//{
|
||||
// HighlightType(_precisionCurrentType, precisionHighlightColor, false);
|
||||
// HighlightType(targetWolfType, targetHighlightColor, false);
|
||||
// if (platform) platform.StopFrenzy();
|
||||
// if (_mayhemCo != null) StopCoroutine(_mayhemCo);
|
||||
// _mayhemCo = null;
|
||||
// if (claw) claw.ApplyDisable(0f); // ensure re-enabled
|
||||
//}
|
||||
|
||||
void UpdateSub(string s) { if (subLabel) subLabel.text = s; }
|
||||
void HandleAnyScoreDelta(int _) { /* placeholder; not used now */ }
|
||||
public void NotifyDropAttempt()
|
||||
{
|
||||
if (CurrentMode == ClawGameMode.Precision)
|
||||
{
|
||||
_precisionAttemptsLeft = Mathf.Max(0, _precisionAttemptsLeft - 1);
|
||||
UpdateSub($"Attempts: {_precisionAttemptsLeft} | Target: {_precisionCurrentType}");
|
||||
if (_precisionAttemptsLeft <= 0) EndPrecisionRound();
|
||||
}
|
||||
}
|
||||
|
||||
public void NotifyMiss()
|
||||
{
|
||||
if (CurrentMode == ClawGameMode.Precision)
|
||||
{
|
||||
// “Missing reduces score”
|
||||
score?.ApplyExternalDelta?.Invoke(-Mathf.Abs(precisionWrongPenalty));
|
||||
}
|
||||
}
|
||||
|
||||
public void NotifyGrabbed(ClawBubbleType type)
|
||||
{
|
||||
// Optional hook if you ever want immediate feedback on the grab itself.
|
||||
// (We still keep your scoring logic in ModifyPointsBeforeApply/NotifyBubbleResolved)
|
||||
}
|
||||
|
||||
ClawBubbleType NextTargetType(ClawBubbleType t)
|
||||
{
|
||||
switch (t)
|
||||
{
|
||||
case ClawBubbleType.Wolf: return ClawBubbleType.Star;
|
||||
case ClawBubbleType.Star: return ClawBubbleType.Crystal;
|
||||
case ClawBubbleType.Crystal: return ClawBubbleType.Wolf;
|
||||
default: return ClawBubbleType.Wolf;
|
||||
}
|
||||
}
|
||||
|
||||
void HighlightType(ClawBubbleType type, Color color, bool on)
|
||||
{
|
||||
var all = FindObjectsOfType<ClawBubble>(false);
|
||||
foreach (var b in all)
|
||||
{
|
||||
if (!b || b.type != type) continue;
|
||||
var rend = b.bottomMeshRenderer ? b.bottomMeshRenderer : b.GetComponentInChildren<MeshRenderer>();
|
||||
if (!rend) continue;
|
||||
|
||||
var mpb = new MaterialPropertyBlock();
|
||||
rend.GetPropertyBlock(mpb);
|
||||
mpb.SetColor("_EmissionColor", on ? color : Color.black);
|
||||
rend.SetPropertyBlock(mpb);
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator MayhemLoop()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return new WaitForSeconds(Random.Range(mayhemIntervalRange.x, mayhemIntervalRange.y));
|
||||
float dur = Random.Range(mayhemEffectDurationRange.x, mayhemEffectDurationRange.y);
|
||||
switch (Random.Range(0, 6))
|
||||
{
|
||||
case 0: if (platform) platform.ApplyReverse(dur); break;
|
||||
case 1: if (platform) platform.ApplyTurbo(mayhemTurboScalarSeconds); break;
|
||||
case 2: if (platform) platform.ApplySlow(mayhemSlowScalarSeconds); break;
|
||||
case 3: if (platform) platform.ApplyFreeze(mayhemFreezeSeconds); break;
|
||||
case 4: if (claw) claw.ApplyJam(mayhemJamSeconds); break;
|
||||
case 5: if (claw) claw.ApplyDisable(mayhemDisableSeconds); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/ClawGrab/ClawGameModeManager.cs.meta
Normal file
11
Assets/Scripts/ClawGrab/ClawGameModeManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9254e28c3a0d55742996898463bdaedb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
10
Assets/Scripts/ClawGrab/ClawModeButtons.cs
Normal file
10
Assets/Scripts/ClawGrab/ClawModeButtons.cs
Normal file
@ -0,0 +1,10 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class ClawModeButtons : MonoBehaviour
|
||||
{
|
||||
public ClawGameModeManager modes;
|
||||
public void OnFrenzyClicked() { if (modes) modes.StartFrenzyMode(); }
|
||||
public void OnPrecisionClicked() { if (modes) modes.StartPrecisionMode(); }
|
||||
public void OnTargetChallengeClicked() { if (modes) modes.StartTargetChallengeMode(); }
|
||||
public void OnRandomMayhemClicked() { if (modes) modes.StartRandomMayhemMode(); }
|
||||
}
|
11
Assets/Scripts/ClawGrab/ClawModeButtons.cs.meta
Normal file
11
Assets/Scripts/ClawGrab/ClawModeButtons.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e28be93a0175c46488f92f7dfe9eeaa5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -7,6 +7,8 @@ using DG.Tweening;
|
||||
public class ClawScoreManager : MonoBehaviour
|
||||
{
|
||||
public static ClawScoreManager Instance;
|
||||
public System.Action<int> ApplyExternalDelta;
|
||||
|
||||
public event Action<int> OnScoreChanged; // passes TOTAL score
|
||||
public int CurrentScore => score;
|
||||
|
||||
@ -57,6 +59,8 @@ public class ClawScoreManager : MonoBehaviour
|
||||
// init counts for all enum values
|
||||
foreach (ClawBubbleType t in Enum.GetValues(typeof(ClawBubbleType)))
|
||||
if (!collectedCounts.ContainsKey(t)) collectedCounts[t] = 0;
|
||||
|
||||
ApplyExternalDelta = (amt) => { if (amt != 0) AddScore(amt); };
|
||||
}
|
||||
|
||||
public void EvaluateBubble(ClawBubbleType type)
|
||||
@ -120,17 +124,38 @@ public class ClawScoreManager : MonoBehaviour
|
||||
}
|
||||
|
||||
// Apply crystal multiplier if primed (and we actually scored)
|
||||
// ... existing switch (type) {...}
|
||||
|
||||
if (crystalPrimed && points > 0)
|
||||
{
|
||||
points = Mathf.RoundToInt(points * crystalNextGrabMultiplier);
|
||||
crystalPrimed = false;
|
||||
}
|
||||
|
||||
if (points > 0) AddScore(points);
|
||||
// NEW — allow active mode to change points (or apply penalty)
|
||||
if (ClawGameModeManager.Instance != null)
|
||||
points = ClawGameModeManager.Instance.ModifyPointsBeforeApply(type, points);
|
||||
|
||||
if (points != 0) AddScore(points);
|
||||
|
||||
// NEW — inform mode that a collection resolved
|
||||
if (ClawGameModeManager.Instance != null)
|
||||
ClawGameModeManager.Instance.NotifyBubbleResolved(type, points);
|
||||
|
||||
// Tell spawner to introduce new targets
|
||||
if (ClawBubbleSpawner.Instance)
|
||||
ClawBubbleSpawner.Instance.NotifyBubbleGrabbed(type);
|
||||
|
||||
//if (crystalPrimed && points > 0)
|
||||
//{
|
||||
// points = Mathf.RoundToInt(points * crystalNextGrabMultiplier);
|
||||
// crystalPrimed = false;
|
||||
//}
|
||||
|
||||
//if (points > 0) AddScore(points);
|
||||
|
||||
//// Tell spawner to introduce new targets
|
||||
//if (ClawBubbleSpawner.Instance)
|
||||
// ClawBubbleSpawner.Instance.NotifyBubbleGrabbed(type);
|
||||
}
|
||||
private void AddScore(int amount)
|
||||
{
|
||||
|
192
Assets/Scripts/Shared/PlatformParenting.cs
Normal file
192
Assets/Scripts/Shared/PlatformParenting.cs
Normal file
@ -0,0 +1,192 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
[ExecuteAlways]
|
||||
[RequireComponent(typeof(BoxCollider))]
|
||||
public class PlatformParenting : MonoBehaviour
|
||||
{
|
||||
public enum TopFaceMode { ParentUp, WorldUpAuto }
|
||||
|
||||
[Header("Fit Settings")]
|
||||
[Range(0.01f, 0.5f)] public float heightPercent = 0.05f;
|
||||
public float surfaceOffset = 0.002f;
|
||||
public bool isTrigger = false;
|
||||
|
||||
[Tooltip("How to choose the platform's 'top' face.")]
|
||||
public TopFaceMode topFace = TopFaceMode.WorldUpAuto;
|
||||
|
||||
[Tooltip("Align this child so its local Y points along the chosen top normal.")]
|
||||
public bool alignToTopFace = true;
|
||||
|
||||
private BoxCollider _topBox;
|
||||
private Collider _parentCollider;
|
||||
private readonly Dictionary<Transform, Transform> _prevParents = new();
|
||||
|
||||
void OnEnable() { Cache(); FitToParentCollider(); }
|
||||
void Reset() { Cache(); FitToParentCollider(); }
|
||||
//void OnValidate() { if (!isActiveAndEnabled) return; Cache(); FitToParentCollider(); }
|
||||
|
||||
void Cache()
|
||||
{
|
||||
if (_topBox == null) _topBox = GetComponent<BoxCollider>();
|
||||
_parentCollider = null;
|
||||
if (transform.parent != null)
|
||||
{
|
||||
// Prefer exact colliders on the parent itself
|
||||
_parentCollider = transform.parent.GetComponent<BoxCollider>();
|
||||
if (_parentCollider == null) _parentCollider = transform.parent.GetComponent<MeshCollider>();
|
||||
if (_parentCollider == null) _parentCollider = transform.parent.GetComponent<Collider>();
|
||||
}
|
||||
}
|
||||
|
||||
[ContextMenu("Fit To Parent Collider")]
|
||||
public void FitToParentCollider()
|
||||
{
|
||||
if (transform.parent == null) { Debug.LogWarning("[PlatformParenting] Must be a child of the platform."); return; }
|
||||
if (_topBox == null) _topBox = GetComponent<BoxCollider>();
|
||||
if (_parentCollider == null) { Debug.LogWarning("[PlatformParenting] No collider found on parent."); return; }
|
||||
|
||||
// --- Use local bounds from BoxCollider or MeshCollider for oriented math ---
|
||||
if (_parentCollider is BoxCollider pb) { FitUsingLocalBounds(pb.transform, pb.size, pb.center); return; }
|
||||
if (_parentCollider is MeshCollider pm && pm.sharedMesh != null)
|
||||
{
|
||||
Bounds m = pm.sharedMesh.bounds; // local bounds of the mesh
|
||||
FitUsingLocalBounds(pm.transform, m.size, m.center);
|
||||
return;
|
||||
}
|
||||
|
||||
// Fallback: world AABB (least precise)
|
||||
Bounds b = _parentCollider.bounds;
|
||||
float thinY = Mathf.Max(0.001f, b.size.y * Mathf.Clamp01(heightPercent));
|
||||
Vector3 worldCtr = new Vector3(b.center.x, b.max.y + surfaceOffset + thinY * 0.5f, b.center.z);
|
||||
|
||||
if (alignToTopFace) transform.rotation = Quaternion.LookRotation(Vector3.forward, Vector3.up);
|
||||
transform.position = worldCtr;
|
||||
|
||||
Vector3 lossy = Abs(transform.lossyScale);
|
||||
_topBox.size = new Vector3(b.size.x / lossy.x, thinY / lossy.y, b.size.z / lossy.z);
|
||||
_topBox.center = Vector3.zero;
|
||||
_topBox.isTrigger = isTrigger;
|
||||
}
|
||||
|
||||
// Fits a thin box on the parent's true top face (relative to world-up)
|
||||
private void FitUsingLocalBounds(Transform src, Vector3 localSize, Vector3 localCenter)
|
||||
{
|
||||
// Parent local axes in world space
|
||||
Vector3 wr = src.right, wu = src.up, wf = src.forward;
|
||||
Vector3[] worldAxes = { wr, wu, wf };
|
||||
Vector3[] localAxes = { Vector3.right, Vector3.up, Vector3.forward };
|
||||
|
||||
// Choose which local axis is most "up" in world space
|
||||
int topAxis = 1; // default Y
|
||||
int sign = 1;
|
||||
if (topFace == TopFaceMode.WorldUpAuto)
|
||||
{
|
||||
float best = -1f;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
float d = Vector3.Dot(worldAxes[i], Vector3.up);
|
||||
float ad = Mathf.Abs(d);
|
||||
if (ad > best) { best = ad; topAxis = i; sign = (d >= 0f) ? 1 : -1; }
|
||||
}
|
||||
}
|
||||
else // ParentUp: use local Y, pick sign so it's closest to world up
|
||||
{
|
||||
float d = Vector3.Dot(wu, Vector3.up);
|
||||
topAxis = 1; sign = (d >= 0f) ? 1 : -1;
|
||||
}
|
||||
|
||||
Vector3 localNormal = sign * localAxes[topAxis];
|
||||
Vector3 worldNormal = sign * worldAxes[topAxis];
|
||||
|
||||
// World sizes (account for non-uniform scale)
|
||||
Vector3 srcLossy = Abs(src.lossyScale);
|
||||
Vector3 worldSize = new Vector3(localSize.x * srcLossy.x, localSize.y * srcLossy.y, localSize.z * srcLossy.z);
|
||||
float axisWorldSize = (topAxis == 0 ? worldSize.x : topAxis == 1 ? worldSize.y : worldSize.z);
|
||||
float thin = Mathf.Max(0.001f, axisWorldSize * Mathf.Clamp01(heightPercent));
|
||||
|
||||
// Top face world center
|
||||
Vector3 topWorld = src.TransformPoint(localCenter + 0.5f * ComponentAlong(localSize, topAxis) * localNormal);
|
||||
Vector3 worldCenter = topWorld + worldNormal * (surfaceOffset + thin * 0.5f);
|
||||
transform.position = worldCenter;
|
||||
|
||||
// Align this child so its local Y points along the top normal; keep forward projected on the plane
|
||||
if (alignToTopFace)
|
||||
{
|
||||
Vector3 planeForward = Vector3.ProjectOnPlane(src.forward, worldNormal);
|
||||
if (planeForward.sqrMagnitude < 1e-6f) planeForward = Vector3.ProjectOnPlane(src.right, worldNormal);
|
||||
transform.rotation = Quaternion.LookRotation(planeForward.normalized, worldNormal.normalized);
|
||||
}
|
||||
|
||||
// Decide which of the remaining two parent axes becomes our local X vs Z by checking alignment to child.right
|
||||
int a = OtherIndex(topAxis, false);
|
||||
int b = OtherIndex(topAxis, true);
|
||||
float sizeA = ComponentAlong(worldSize, a);
|
||||
float sizeB = ComponentAlong(worldSize, b);
|
||||
Vector3 axisAWorld = worldAxes[a].normalized * Mathf.Sign(Vector3.Dot(worldAxes[a], transform.right));
|
||||
float dotA = Mathf.Abs(Vector3.Dot(axisAWorld.normalized, transform.right));
|
||||
|
||||
float sizeXWorld = dotA >= 0.5f ? sizeA : sizeB;
|
||||
float sizeZWorld = dotA >= 0.5f ? sizeB : sizeA;
|
||||
|
||||
Vector3 childLossy = Abs(transform.lossyScale);
|
||||
_topBox.size = new Vector3(
|
||||
sizeXWorld / childLossy.x,
|
||||
thin / childLossy.y,
|
||||
sizeZWorld / childLossy.z
|
||||
);
|
||||
_topBox.center = Vector3.zero;
|
||||
_topBox.isTrigger = isTrigger;
|
||||
}
|
||||
|
||||
static float ComponentAlong(Vector3 v, int axis) => axis == 0 ? v.x : axis == 1 ? v.y : v.z;
|
||||
static int OtherIndex(int topAxis, bool second)
|
||||
{
|
||||
// returns the two indices other than topAxis; order stable
|
||||
if (topAxis == 0) return second ? 2 : 1;
|
||||
if (topAxis == 1) return second ? 2 : 0;
|
||||
return second ? 1 : 0;
|
||||
}
|
||||
static Vector3 Abs(Vector3 v) => new(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z));
|
||||
|
||||
// ---------- Parenting behavior ----------
|
||||
private void ParentRider(Transform rider)
|
||||
{
|
||||
if (!_prevParents.ContainsKey(rider)) _prevParents[rider] = rider.parent;
|
||||
rider.parent = transform.parent != null ? transform.parent : transform;
|
||||
}
|
||||
private void UnparentRider(Transform rider)
|
||||
{
|
||||
if (_prevParents.TryGetValue(rider, out var orig)) rider.parent = orig; else rider.parent = null;
|
||||
_prevParents.Remove(rider);
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision c) { if (!isTrigger && c.gameObject.CompareTag("Player")) ParentRider(c.transform); }
|
||||
private void OnCollisionExit(Collision c) { if (!isTrigger && c.gameObject.CompareTag("Player")) UnparentRider(c.transform); }
|
||||
private void OnTriggerEnter(Collider o) { if (isTrigger && o.CompareTag("Player")) ParentRider(o.transform); }
|
||||
private void OnTriggerExit(Collider o) { if (isTrigger && o.CompareTag("Player")) UnparentRider(o.transform); }
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
if (_topBox == null) return;
|
||||
Gizmos.matrix = transform.localToWorldMatrix;
|
||||
Gizmos.DrawWireCube(_topBox.center, _topBox.size);
|
||||
}
|
||||
|
||||
[CustomEditor(typeof(PlatformParenting))]
|
||||
class PlatformParentingEditor : Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
if (GUILayout.Button("Fit To Parent Collider"))
|
||||
((PlatformParenting)target).FitToParentCollider();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
11
Assets/Scripts/Shared/PlatformParenting.cs.meta
Normal file
11
Assets/Scripts/Shared/PlatformParenting.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 31bc90fd978835e40a55526b574c87ec
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -8,7 +8,8 @@ public class Skywalker_Blueberry : MonoBehaviour
|
||||
{
|
||||
// Add to player's blueberry count
|
||||
Skywalker_BlueberryManager.Instance.AddBlueberry(1);
|
||||
|
||||
if (Skywalker_GameManager.Instance != null)
|
||||
Skywalker_GameManager.Instance.PulseBlueberryGlow();
|
||||
// Destroy the collected blueberry
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
@ -6,7 +6,7 @@ public class Skywalker_BounceObstacle : MonoBehaviour
|
||||
[Header("Bounce Settings")]
|
||||
public float bounceForce = 15f; // how strong the bounce is
|
||||
public bool resetYVelocity = true; // reset vertical velocity before bounce
|
||||
|
||||
Skywalker_PlayerController playerController;
|
||||
private void Reset()
|
||||
{
|
||||
Collider col = GetComponent<Collider>();
|
||||
@ -18,6 +18,7 @@ public class Skywalker_BounceObstacle : MonoBehaviour
|
||||
{
|
||||
if (collision.gameObject.CompareTag("Player"))
|
||||
{
|
||||
if(playerController == null) {playerController=collision.gameObject.GetComponent<Skywalker_PlayerController>();};
|
||||
Rigidbody rb = collision.gameObject.GetComponent<Rigidbody>();
|
||||
if (rb != null)
|
||||
{
|
||||
@ -27,7 +28,8 @@ public class Skywalker_BounceObstacle : MonoBehaviour
|
||||
|
||||
// Apply bounce force
|
||||
rb.AddForce(Vector3.up * bounceForce, ForceMode.VelocityChange);
|
||||
|
||||
//playerController.animator.SetBool("IsGrounded", false);
|
||||
playerController.animator.SetTrigger("Jump");
|
||||
Debug.Log("Player bounced!");
|
||||
}
|
||||
}
|
||||
|
@ -31,7 +31,7 @@ public class Skywalker_CameraFollow : MonoBehaviour
|
||||
else if(!isGameover)
|
||||
{
|
||||
isGameover = true;
|
||||
Skywalker_GameManager.Instance.GameoverInvoker();
|
||||
Skywalker_GameManager.Instance.GameoverInvoker(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -10,7 +10,7 @@ public class Skywalker_FanLauncher : MonoBehaviour
|
||||
public bool debugGizmo = true;
|
||||
|
||||
private bool playerInside = false;
|
||||
|
||||
Skywalker_PlayerController playerController;
|
||||
void Reset()
|
||||
{
|
||||
Collider col = GetComponent<Collider>();
|
||||
@ -23,8 +23,12 @@ public class Skywalker_FanLauncher : MonoBehaviour
|
||||
if (col.CompareTag("Player"))
|
||||
{
|
||||
Rigidbody rb = col.attachedRigidbody;
|
||||
if (playerController == null) { playerController = col.gameObject.GetComponent<Skywalker_PlayerController>(); };
|
||||
|
||||
if (rb != null)
|
||||
{
|
||||
playerController.animator.SetTrigger("Jump");
|
||||
|
||||
rb.useGravity = false; // disable gravity inside fan
|
||||
playerInside = true;
|
||||
}
|
||||
@ -36,6 +40,7 @@ public class Skywalker_FanLauncher : MonoBehaviour
|
||||
if (col.CompareTag("Player"))
|
||||
{
|
||||
Rigidbody rb = col.attachedRigidbody;
|
||||
|
||||
if (rb != null)
|
||||
{
|
||||
Vector3 vel = rb.velocity;
|
||||
@ -53,6 +58,7 @@ public class Skywalker_FanLauncher : MonoBehaviour
|
||||
}
|
||||
|
||||
rb.velocity = vel;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,8 +1,11 @@
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
|
||||
public enum DeathType { Normal, Laser, Spikes }
|
||||
|
||||
public class Skywalker_GameManager : MonoBehaviour
|
||||
{
|
||||
public static Skywalker_GameManager Instance; // Singleton
|
||||
public static Skywalker_GameManager Instance;
|
||||
|
||||
[Header("UI References")]
|
||||
public GameObject gameOverPanel;
|
||||
@ -10,52 +13,256 @@ public class Skywalker_GameManager : MonoBehaviour
|
||||
[Header("Player Reference")]
|
||||
public Skywalker_PlayerController player; // assign in inspector
|
||||
|
||||
[Header("Heaven Tween")]
|
||||
public float heavenHeight = 4f; // ascent height
|
||||
public float ascendDuration = 2.5f; // ascent time
|
||||
public float fadeDelay = 2.0f; // wait before fade (2–3s)
|
||||
public float fadeDuration = 0.5f; // fade to 1
|
||||
|
||||
[Header("Material (AllIn1SpriteShader)")]
|
||||
public Material playerMaterial;
|
||||
|
||||
private bool isGameOver = false;
|
||||
|
||||
// AllIn1SpriteShader property IDs
|
||||
static readonly int ID_FadeAmount = Shader.PropertyToID("_FadeAmount");
|
||||
static readonly int ID_FadeBurnWidth = Shader.PropertyToID("_FadeBurnWidth");
|
||||
|
||||
// AllIn1SpriteShader keywords
|
||||
const string KW_FADE = "FADE_ON";
|
||||
const string KW_GREYSCALE = "GREYSCALE_ON";
|
||||
const string KW_GHOST = "GHOST_ON";
|
||||
const string KW_OVERLAY = "OVERLAY_ON";
|
||||
const string KW_OVERLAYMULT = "OVERLAYMULT_ON"; // we'll keep this OFF unless you want multiply overlay
|
||||
|
||||
// store original keyword states so we can restore on disable
|
||||
bool origFade, origGrey, origGhost, origOverlay, origOverlayMult;
|
||||
|
||||
Sequence deathSeq;
|
||||
// --- Blueberry Glow Pulse (AllIn1SpriteShader) ---
|
||||
[Header("Blueberry Glow Pulse")]
|
||||
public Material glowMaterial; // optional: defaults to playerMaterial if null
|
||||
[Tooltip("Shader float property for glow intensity (AllIn1SpriteShader).")]
|
||||
public string glowIntensityProp = "_GlowIntensity"; // change to your exact prop name if different
|
||||
public float glowBase = 1.75f;
|
||||
public float glowPeak = 7.75f;
|
||||
public float glowPulseDuration = 0.6f; // total time (up + down)
|
||||
|
||||
private Sequence glowSeq;
|
||||
private int _ID_GlowIntensity;
|
||||
private string _lastGlowPropName;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
else { Destroy(gameObject); return; }
|
||||
|
||||
if (gameOverPanel != null)
|
||||
gameOverPanel.SetActive(false); // hide at start
|
||||
if (gameOverPanel) gameOverPanel.SetActive(false);
|
||||
|
||||
if (!glowMaterial) glowMaterial = playerMaterial;
|
||||
_ID_GlowIntensity = Shader.PropertyToID(glowIntensityProp);
|
||||
_lastGlowPropName = glowIntensityProp;
|
||||
CacheOriginalKeywordStates();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Call this to trigger jump + fall + game over UI.
|
||||
/// </summary>
|
||||
public void TriggerGameOver()
|
||||
void CacheOriginalKeywordStates()
|
||||
{
|
||||
if (isGameOver) return;
|
||||
if (!playerMaterial) return;
|
||||
origFade = playerMaterial.IsKeywordEnabled(KW_FADE);
|
||||
origGrey = playerMaterial.IsKeywordEnabled(KW_GREYSCALE);
|
||||
origGhost = playerMaterial.IsKeywordEnabled(KW_GHOST);
|
||||
origOverlay = playerMaterial.IsKeywordEnabled(KW_OVERLAY);
|
||||
origOverlayMult = playerMaterial.IsKeywordEnabled(KW_OVERLAYMULT);
|
||||
}
|
||||
|
||||
// --- Public helpers to call from hazards / tests ---
|
||||
public void KillBySpikes() => TriggerGameOver(DeathType.Spikes);
|
||||
public void KillByLaser() => TriggerGameOver(DeathType.Laser);
|
||||
public void KillNormal() => TriggerGameOver(DeathType.Normal);
|
||||
|
||||
[ContextMenu("TEST: Kill By Spikes")] void _TestKillSpikes() => KillBySpikes();
|
||||
[ContextMenu("TEST: Kill By Laser")] void _TestKillLaser() => KillByLaser();
|
||||
|
||||
public void TriggerGameOver(DeathType type)
|
||||
{
|
||||
if (isGameOver || player == null) return;
|
||||
isGameOver = true;
|
||||
|
||||
if (player != null)
|
||||
var col = player.GetComponent<Collider>();
|
||||
var rb = player.GetComponent<Rigidbody>();
|
||||
if (col) col.enabled = false;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
// Force a jump first
|
||||
case DeathType.Spikes:
|
||||
PrepKinematic(rb);
|
||||
DeathBySpikes();
|
||||
break;
|
||||
|
||||
case DeathType.Laser:
|
||||
PrepKinematic(rb);
|
||||
DeathByLaser();
|
||||
break;
|
||||
|
||||
default: // Normal
|
||||
player.ForceJumpForGameOver();
|
||||
|
||||
// Disable collider after short delay so the fall feels natural
|
||||
Collider col = player.GetComponent<Collider>();
|
||||
Rigidbody rb = player.GetComponent<Rigidbody>();
|
||||
|
||||
if (col != null && rb != null)
|
||||
{
|
||||
col.enabled = false;
|
||||
rb.useGravity = true;
|
||||
if (rb) { rb.useGravity = true; rb.isKinematic = false; }
|
||||
break;
|
||||
}
|
||||
}
|
||||
GameoverInvoker();
|
||||
// Show panel
|
||||
|
||||
GameoverInvoker(); // now 5 seconds
|
||||
Debug.Log("GAME OVER!");
|
||||
}
|
||||
public void GameoverInvoker()
|
||||
|
||||
void PrepKinematic(Rigidbody rb)
|
||||
{
|
||||
Invoke(nameof(GameoverPanelEnabler), 1.5f);
|
||||
if (!rb) return;
|
||||
rb.velocity = Vector3.zero;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
rb.useGravity = false;
|
||||
rb.isKinematic = true;
|
||||
}
|
||||
public void PulseBlueberryGlow()
|
||||
{
|
||||
if (!glowMaterial) return;
|
||||
// Refresh property ID if you change the prop name in the Inspector
|
||||
if (_lastGlowPropName != glowIntensityProp || _ID_GlowIntensity == 0)
|
||||
{
|
||||
_ID_GlowIntensity = Shader.PropertyToID(glowIntensityProp);
|
||||
_lastGlowPropName = glowIntensityProp;
|
||||
}
|
||||
|
||||
// Kill previous pulse only (don’t touch other tweens like fade)
|
||||
if (glowSeq != null && glowSeq.IsActive()) glowSeq.Kill();
|
||||
|
||||
// Ensure starting at base
|
||||
glowMaterial.SetFloat(_ID_GlowIntensity, glowBase);
|
||||
|
||||
float half = Mathf.Max(0.01f, glowPulseDuration * 0.5f);
|
||||
|
||||
glowSeq = DOTween.Sequence().SetId("BlueberryGlow")
|
||||
.Append(glowMaterial
|
||||
.DOFloat(glowPeak, _ID_GlowIntensity, half)
|
||||
.SetEase(Ease.OutQuad)
|
||||
.SetId("BlueberryGlow"))
|
||||
.Append(glowMaterial
|
||||
.DOFloat(glowBase, _ID_GlowIntensity, half)
|
||||
.SetEase(Ease.InQuad)
|
||||
.SetId("BlueberryGlow"));
|
||||
|
||||
glowSeq.Play();
|
||||
}
|
||||
|
||||
// -------- Death styles --------
|
||||
void DeathBySpikes()
|
||||
{
|
||||
player.animator.Play("Angel");
|
||||
BeginHeavenSequence(laserStyle: false);
|
||||
}
|
||||
|
||||
void DeathByLaser()
|
||||
{
|
||||
player.animator.Play("Angel");
|
||||
BeginHeavenSequence(laserStyle: true);
|
||||
}
|
||||
|
||||
public void GameoverInvoker(int duration=5)
|
||||
{
|
||||
CancelInvoke(nameof(GameoverPanelEnabler));
|
||||
Invoke(nameof(GameoverPanelEnabler), duration);
|
||||
}
|
||||
|
||||
public void GameoverPanelEnabler()
|
||||
{
|
||||
if (gameOverPanel != null)
|
||||
gameOverPanel.SetActive(true);
|
||||
if (gameOverPanel) gameOverPanel.SetActive(true);
|
||||
}
|
||||
|
||||
// -------- Tweens + Shader toggles --------
|
||||
void BeginHeavenSequence(bool laserStyle)
|
||||
{
|
||||
if (deathSeq != null && deathSeq.IsActive()) deathSeq.Kill();
|
||||
if (playerMaterial) DOTween.Kill(playerMaterial);
|
||||
|
||||
// Enable FADE keyword for both styles
|
||||
if (playerMaterial)
|
||||
{
|
||||
playerMaterial.EnableKeyword(KW_FADE);
|
||||
|
||||
// Style-specific keywords
|
||||
if (laserStyle)
|
||||
{
|
||||
// Laser: Overlay + Ghost, NO Greyscale
|
||||
playerMaterial.DisableKeyword(KW_GREYSCALE);
|
||||
playerMaterial.EnableKeyword(KW_OVERLAY);
|
||||
playerMaterial.DisableKeyword(KW_OVERLAYMULT); // keep overlay in normal blend; enable if you prefer multiply
|
||||
playerMaterial.EnableKeyword(KW_GHOST);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Spikes: Greyscale + Ghost, NO Overlay
|
||||
playerMaterial.EnableKeyword(KW_GREYSCALE);
|
||||
playerMaterial.DisableKeyword(KW_OVERLAY);
|
||||
playerMaterial.DisableKeyword(KW_OVERLAYMULT);
|
||||
playerMaterial.EnableKeyword(KW_GHOST);
|
||||
}
|
||||
|
||||
// Make sure we start visible before fade
|
||||
playerMaterial.SetFloat(ID_FadeAmount, -0.1f);
|
||||
if (!laserStyle) playerMaterial.SetFloat(ID_FadeBurnWidth, 0f);
|
||||
}
|
||||
|
||||
Vector3 endPos = player.transform.position + Vector3.up * heavenHeight;
|
||||
|
||||
deathSeq = DOTween.Sequence();
|
||||
|
||||
if (laserStyle && playerMaterial)
|
||||
{
|
||||
// Laser: widen burn first
|
||||
deathSeq.Append(playerMaterial.DOFloat(1f, ID_FadeBurnWidth, 0.5f));
|
||||
}
|
||||
|
||||
// Float up like an angel
|
||||
deathSeq.Append(player.transform.DOMoveY(endPos.y, ascendDuration).SetEase(Ease.OutSine));
|
||||
// Wait before final fade
|
||||
deathSeq.AppendInterval(fadeDelay);
|
||||
|
||||
// Final fade to 1
|
||||
if (playerMaterial)
|
||||
deathSeq.Append(playerMaterial.DOFloat(1f, ID_FadeAmount, fadeDuration));
|
||||
|
||||
deathSeq.Play();
|
||||
}
|
||||
|
||||
// -------- Revert shader changes on disable --------
|
||||
void OnDisable()
|
||||
{
|
||||
if (deathSeq != null && deathSeq.IsActive()) deathSeq.Kill();
|
||||
DOTween.Kill(playerMaterial);
|
||||
|
||||
if (playerMaterial)
|
||||
{
|
||||
// revert fade values
|
||||
playerMaterial.SetFloat(ID_FadeAmount, 0f);
|
||||
playerMaterial.SetFloat(ID_FadeBurnWidth, 0f);
|
||||
|
||||
// restore original keywords
|
||||
SetKeyword(playerMaterial, KW_FADE, origFade);
|
||||
SetKeyword(playerMaterial, KW_GREYSCALE, origGrey);
|
||||
SetKeyword(playerMaterial, KW_GHOST, origGhost);
|
||||
SetKeyword(playerMaterial, KW_OVERLAY, origOverlay);
|
||||
SetKeyword(playerMaterial, KW_OVERLAYMULT, origOverlayMult);
|
||||
}
|
||||
|
||||
if (glowSeq != null && glowSeq.IsActive()) glowSeq.Kill();
|
||||
DOTween.Kill("BlueberryGlow");
|
||||
if (glowMaterial) glowMaterial.SetFloat(_ID_GlowIntensity, glowBase);
|
||||
|
||||
}
|
||||
|
||||
static void SetKeyword(Material m, string keyword, bool enabled)
|
||||
{
|
||||
if (!m) return;
|
||||
if (enabled) m.EnableKeyword(keyword);
|
||||
else m.DisableKeyword(keyword);
|
||||
}
|
||||
}
|
||||
|
@ -7,7 +7,7 @@ public class Skywalker_LaserTrap : MonoBehaviour
|
||||
if (col.CompareTag("Player"))
|
||||
{
|
||||
Debug.Log("Player hit by laser!");
|
||||
Skywalker_GameManager.Instance.TriggerGameOver();
|
||||
Skywalker_GameManager.Instance.TriggerGameOver(DeathType.Laser);
|
||||
}
|
||||
}
|
||||
}
|
@ -5,32 +5,22 @@ public class Skywalker_MovingPlatform : MonoBehaviour
|
||||
public float speed = 2f;
|
||||
public float distance = 3f;
|
||||
private Vector3 startPos;
|
||||
Transform prevParent;
|
||||
public bool reverse;
|
||||
void Start()
|
||||
{
|
||||
startPos = transform.position;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!reverse)
|
||||
{
|
||||
transform.position = startPos + Vector3.down * Mathf.PingPong(Time.time * speed, distance);
|
||||
}
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
else
|
||||
{
|
||||
if (collision.gameObject.CompareTag("Player"))
|
||||
{
|
||||
if (collision.transform.parent != null)
|
||||
{
|
||||
prevParent = collision.transform.parent;
|
||||
}
|
||||
collision.transform.parent = transform;
|
||||
}
|
||||
}
|
||||
private void OnCollisionExit(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.CompareTag("Player"))
|
||||
{
|
||||
collision.transform.parent = prevParent;
|
||||
transform.position = startPos + Vector3.up * Mathf.PingPong(Time.time * speed, distance);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -23,7 +23,7 @@ public class Skywalker_Obstacle : MonoBehaviour
|
||||
// Trigger game over through GameManager
|
||||
if (Skywalker_GameManager.Instance != null)
|
||||
{
|
||||
Skywalker_GameManager.Instance.TriggerGameOver();
|
||||
Skywalker_GameManager.Instance.TriggerGameOver(DeathType.Spikes);
|
||||
}
|
||||
|
||||
if (destroyOnContact)
|
||||
|
83
Assets/Skywalker/Fbx/Adam_Blue.001.mat
Normal file
83
Assets/Skywalker/Fbx/Adam_Blue.001.mat
Normal file
@ -0,0 +1,83 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
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--- !u!21 &2100000
|
||||
Material:
|
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serializedVersion: 8
|
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
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m_Name: Adam_Blue.001
|
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
|
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
|
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m_InvalidKeywords: []
|
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m_LightmapFlags: 4
|
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m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
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serializedVersion: 3
|
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m_TexEnvs:
|
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- _BumpMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailAlbedoMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _EmissionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _ParallaxMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
|
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- _BumpScale: 1
|
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- _Cutoff: 0.5
|
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- _DetailNormalMapScale: 1
|
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- _DstBlend: 0
|
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- _GlossMapScale: 1
|
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- _Glossiness: 0
|
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- _GlossyReflections: 1
|
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- _Metallic: 0
|
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- _Mode: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _Parallax: 0.02
|
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- _SmoothnessTextureChannel: 0
|
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- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _UVSec: 0
|
||||
- _ZWrite: 1
|
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m_Colors:
|
||||
- _Color: {r: 0.23529238, g: 0.25490364, b: 0.6000065, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 0}
|
||||
m_BuildTextureStacks: []
|
8
Assets/Skywalker/Fbx/Adam_Blue.001.mat.meta
Normal file
8
Assets/Skywalker/Fbx/Adam_Blue.001.mat.meta
Normal file
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- {fileID: 2100000, guid: b38773d3c59b37e429270c8ccb5951ab, type: 2}
|
||||
- {fileID: 2100000, guid: bd34d9c77d1f25e438919a67d7a005b0, type: 2}
|
||||
- {fileID: 2100000, guid: 6682a52bec50a0f4d9484c7f797f64c6, type: 2}
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||||
m_StaticBatchInfo:
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||||
firstSubMesh: 0
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||||
subMeshCount: 0
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||||
|
@ -27,13 +27,13 @@ Transform:
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||||
m_PrefabAsset: {fileID: 0}
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||||
m_GameObject: {fileID: 5956693515676838232}
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||||
serializedVersion: 2
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||||
m_LocalRotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071067}
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||||
m_LocalRotation: {x: -0.7069834, y: 0, z: 0, w: 0.7072302}
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||||
m_LocalPosition: {x: -3.05, y: -0, z: -5.31}
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m_LocalScale: {x: 319.72604, y: 319.72604, z: 319.72604}
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m_LocalScale: {x: 1.1030215, y: 1.103022, z: 1.103022}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: -89.98, y: 0, z: 0}
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--- !u!33 &4561673650273549340
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MeshFilter:
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m_ObjectHideFlags: 0
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@ -62,10 +62,10 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 8827711681751450540, guid: a4a9717eb9cd92c46bcb42167f76b64a, type: 3}
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- {fileID: -1322913721273305542, guid: a4a9717eb9cd92c46bcb42167f76b64a, type: 3}
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- {fileID: 1243435335713671361, guid: a4a9717eb9cd92c46bcb42167f76b64a, type: 3}
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- {fileID: -1640360810463933236, guid: a4a9717eb9cd92c46bcb42167f76b64a, type: 3}
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- {fileID: 2100000, guid: 4f48f49f1bc3e5e439dfc3d2decf8270, type: 2}
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- {fileID: 2100000, guid: b38773d3c59b37e429270c8ccb5951ab, type: 2}
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- {fileID: 2100000, guid: bd34d9c77d1f25e438919a67d7a005b0, type: 2}
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- {fileID: 2100000, guid: fc7164ad332de5d48aa1455da478919b, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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||||
|
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Reference in New Issue
Block a user