ChaseTheWolf

This commit is contained in:
Ali Sharoz 2025-07-30 01:38:12 +05:00
parent 632cd870eb
commit f034e0b338
87 changed files with 12053 additions and 180 deletions

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using UnityEngine;
public class ChaseObstacleTrigger : MonoBehaviour
{
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Player"))
{
FindObjectOfType<ChaseScoreManager>().GameOver();
}
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
FindObjectOfType<ChaseScoreManager>().GameOver();
}
}
}

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using UnityEngine;
public class ChaseCameraController : MonoBehaviour
{
public Transform player; // Reference to the player
public Vector3 offset = new Vector3(0, 2, 5); // Offset in front of the player
public float followSpeed = 5f;
void LateUpdate()
{
if (player == null) return;
Vector3 targetPos = player.position + offset;
transform.position = Vector3.Lerp(transform.position, targetPos, followSpeed * Time.deltaTime);
// transform.LookAt(player.position + Vector3.up * 1.5f);
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using UnityEngine;
public class ChaseCoin : MonoBehaviour
{
public int coinValue = 1;
void OnTriggerEnter(Collider other)
{
Debug.Log("ChaseCoin0");
if (other.CompareTag("Player"))
{
Debug.Log("ChaseCoin");
FindObjectOfType<ChaseScoreManager>().AddScore(coinValue);
Destroy(gameObject);
}
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using UnityEngine;
public class ChaseContentRandomizer : MonoBehaviour
{
[Header("Coin Parents (Only 0 or 1 will be activated)")]
public GameObject[] coinParents;
[Header("Obstacle Parents (Random number and combination)")]
public GameObject[] obstacleParents;
[Range(0, 100)]
public int coinChance = 40; // 40% chance to show a coin group
void Start()
{
RandomizeCoins();
RandomizeObstacles();
}
void RandomizeCoins()
{
// Deactivate all coin groups
foreach (var coin in coinParents)
coin.SetActive(false);
// Random chance to activate one
int roll = Random.Range(0, 100);
if (roll < coinChance && coinParents.Length > 0)
{
int index = Random.Range(0, coinParents.Length);
coinParents[index].SetActive(true);
}
}
void RandomizeObstacles()
{
foreach (var obstacle in obstacleParents)
{
// Each obstacle has independent 50% chance to be active
bool shouldActivate = Random.value < 0.5f;
obstacle.SetActive(shouldActivate);
}
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using UnityEngine;
public class ChaseObstacle : MonoBehaviour
{
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Player"))
{
FindObjectOfType<ChaseScoreManager>().GameOver();
}
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
FindObjectOfType<ChaseScoreManager>().GameOver();
}
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using UnityEngine;
using System.Collections.Generic;
public class ChasePlatformSpawner : MonoBehaviour
{
public GameObject platformPrefab;
public int initialPlatforms = 5;
public float platformLength = 10f;
public Transform player;
private float spawnZ = 0.0f;
private float safeZone = 15.0f;
private List<GameObject> activePlatforms = new List<GameObject>();
void Start()
{
for (int i = 0; i < initialPlatforms; i++)
SpawnPlatform();
}
void Update()
{
if (player.position.z + safeZone < spawnZ)
{
SpawnPlatform();
DeletePlatform();
}
}
void SpawnPlatform()
{
//GameObject go = Instantiate(platformPrefab, new Vector3(0, 0, spawnZ), Quaternion.identity);
GameObject go = Instantiate(platformPrefab, new Vector3(0, 0, spawnZ), platformPrefab.transform.rotation);
activePlatforms.Add(go);
spawnZ -= platformLength;
}
void DeletePlatform()
{
Destroy(activePlatforms[0]);
activePlatforms.RemoveAt(0);
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using UnityEngine;
public class ChasePlayerController : MonoBehaviour
{
public float moveSpeed = 5f;
public float laneDistance = 2.5f; // Distance between lanes
public float jumpForce = 7f;
public float laneSwitchSpeed = 10f;
private int currentLane = 1; // 0 = Left, 1 = Middle, 2 = Right
private Rigidbody rb;
private Animator animator;
private bool isGrounded = true;
private Vector3 targetPosition;
void Start()
{
rb = GetComponent<Rigidbody>();
animator = GetComponent<Animator>();
targetPosition = transform.position;
}
void Update()
{
HandleInput();
HandleLaneSwitch();
MoveForward();
}
void HandleInput()
{
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
if (currentLane > 0)
currentLane--;
}
if (Input.GetKeyDown(KeyCode.RightArrow))
{
if (currentLane < 2)
currentLane++;
}
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
isGrounded = false;
if (animator != null) animator.SetTrigger("Jump");
}
}
void HandleLaneSwitch()
{
float targetX = (currentLane - 1) * laneDistance;
targetPosition = new Vector3(targetX, transform.position.y, transform.position.z);
transform.position = Vector3.Lerp(transform.position, targetPosition, laneSwitchSpeed * Time.deltaTime);
}
void MoveForward()
{
transform.Translate(Vector3.back * moveSpeed * Time.deltaTime);
}
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
Debug.Log("Ground");
isGrounded = true;
if (animator != null) animator.SetTrigger("Run");
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,43 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class ChaseScoreManager : MonoBehaviour
{
public TextMeshProUGUI scoreText;
public float timeScoreRate = 1f; // Score units per second
private int score = 0;
private float timeAccumulator = 0f;
public GameObject GameOverPanel;
public void GameOver()
{
if (GameOverPanel != null)
GameOverPanel.SetActive(true);
Time.timeScale = 0;
// Optional: prevent further score updates or player control
GameObject player = GameObject.FindGameObjectWithTag("Player");
if (player != null)
player.GetComponent<ChasePlayerController>().enabled = false;
}
void Update()
{
// Add score based on time
timeAccumulator += Time.deltaTime * timeScoreRate;
if (timeAccumulator >= 1f)
{
int intPoints = Mathf.FloorToInt(timeAccumulator);
AddScore(intPoints);
timeAccumulator -= intPoints;
}
}
public void AddScore(int value)
{
score += value;
scoreText.text = "Score: " + score;
}
}

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@ -10,6 +10,7 @@ TagManager:
- Enemy
- Wall
- Ball
- Ground
layers:
- Default
- TransparentFX