EnemyAdded in ChaseZibu
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Assets/Animators/Chaser.controller
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133
Assets/Animators/Chaser.controller
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8
Assets/Animators/Chaser.controller.meta
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8
Assets/Animators/Chaser.controller.meta
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@ -2,17 +2,74 @@ using UnityEngine;
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public class ChaseObstacleTrigger : MonoBehaviour
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{
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private void OnCollisionEnter(Collision collision)
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private float contactTimer = 0f;
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private bool isPlayerTouching = false;
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private ChasePlayerController player;
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private void HandleEnter(GameObject obj)
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{
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if (!collision.gameObject.CompareTag("Player")) return;
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var player = collision.gameObject.GetComponent<ChasePlayerController>();
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if (player) player.OnObstacleHit();
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if (!obj.CompareTag("Player")) return;
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player = obj.GetComponent<ChasePlayerController>();
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if (player != null)
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{
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isPlayerTouching = true;
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contactTimer = 0f;
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player.OnObstacleHit(); // First hit (stumble)
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}
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}
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private void HandleStay()
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{
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if (!isPlayerTouching || player == null) return;
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contactTimer += Time.deltaTime;
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if (contactTimer >= 1f)
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{
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player.OnObstacleHit(); // Second hit = GameOver
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isPlayerTouching = false; // Prevent further hits
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}
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}
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private void HandleExit(GameObject obj)
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{
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if (!obj.CompareTag("Player")) return;
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isPlayerTouching = false;
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contactTimer = 0f;
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player = null;
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}
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// ---------- For Collision ----------
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private void OnCollisionEnter(Collision collision)
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{
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HandleEnter(collision.gameObject);
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}
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private void OnCollisionStay(Collision collision)
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{
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HandleStay();
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}
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private void OnCollisionExit(Collision collision)
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{
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HandleExit(collision.gameObject);
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}
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// ---------- For Trigger ----------
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private void OnTriggerEnter(Collider other)
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{
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if (!other.CompareTag("Player")) return;
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var player = other.GetComponent<ChasePlayerController>();
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if (player) player.OnObstacleHit();
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HandleEnter(other.gameObject);
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}
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private void OnTriggerStay(Collider other)
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{
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HandleStay();
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}
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private void OnTriggerExit(Collider other)
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{
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HandleExit(other.gameObject);
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}
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}
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@ -24,14 +24,18 @@ public class ChasePowerUp : MonoBehaviour
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private IEnumerator ApplySpeedBoost(ChasePlayerController player)
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{
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float originalSpeed = player.moveSpeed;
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player.moveSpeed += speedBoostAmount;
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float boostedSpeed = originalSpeed + speedBoostAmount;
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// Optional: trigger visual/audio effect here
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player.SetMoveSpeed(boostedSpeed);
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Debug.Log("Speed Boost Activated!");
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yield return new WaitForSeconds(duration);
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player.moveSpeed = originalSpeed;
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Debug.Log("Speed Boost Ended");
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// Only revert if the player's current speed is still the boosted speed
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if (player.moveSpeed == boostedSpeed)
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{
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player.SetMoveSpeed(originalSpeed);
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Debug.Log("Speed Boost Ended");
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}
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}
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}
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76
Assets/ChaseRunEnemy.cs
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76
Assets/ChaseRunEnemy.cs
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@ -0,0 +1,76 @@
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using UnityEngine;
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public class ChaseRunEnemy : MonoBehaviour
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{
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public Animator m_animator;
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public Rigidbody rb;
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public float moveSpeed;
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public float stopDistance = 1.5f;
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private Transform player;
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private float stopDistanceSqr;
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private bool isStopped = false;
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private void Awake()
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{
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rb = GetComponent<Rigidbody>();
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GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
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if (playerObj != null)
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{
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player = playerObj.transform;
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}
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else
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{
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Debug.LogError("[ChaseRunEnemy] Player not found in scene.");
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}
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stopDistanceSqr = stopDistance * stopDistance; // Cache squared distance
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}
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private void OnEnable()
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{
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ChasePlayerController.OnMoveSpeedChanged += UpdateMoveSpeed;
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}
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private void OnDisable()
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{
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ChasePlayerController.OnMoveSpeedChanged -= UpdateMoveSpeed;
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}
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private void UpdateMoveSpeed(float speed)
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{
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moveSpeed = speed;
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}
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private void FixedUpdate()
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{
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if (player == null) return;
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Vector3 toPlayer = player.position - transform.position;
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float distanceSqr = toPlayer.sqrMagnitude;
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if (distanceSqr <= stopDistanceSqr)
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{
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if (!isStopped)
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{
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m_animator.SetBool("isStop", true);
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isStopped = true;
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}
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return;
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}
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if (isStopped)
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{
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m_animator.SetBool("isStop", false);
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isStopped = false;
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}
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MoveForward();
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}
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private void MoveForward()
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{
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rb.MovePosition(rb.position + Vector3.back * moveSpeed * Time.fixedDeltaTime);
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}
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}
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11
Assets/ChaseRunEnemy.cs.meta
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11
Assets/ChaseRunEnemy.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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userData:
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@ -46,6 +46,38 @@ public class LaserBeam : MonoBehaviour
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// cache root to ignore self-hits
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Transform _selfRoot;
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[Header("Deflection")]
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public bool enableDeflection = true;
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public string deflectTag = "Box";
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[Tooltip("How far the beam travels after deflection.")]
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public float deflectDistance = 10f;
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[Tooltip("Push along the deflected direction to avoid re-hitting the same face.")]
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public float deflectEdgePush = 0.02f;
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// runtime cache so the left/right choice doesn't flicker
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Collider _currentDeflectCol;
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int _currentDeflectSign = 1; // +1 = right, -1 = left
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bool _isDeflecting;
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Vector3 _bouncePoint;
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Vector3 _bounceEnd;
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[Header("Deflection (Box side center)")]
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[Tooltip("Tiny push so the second segment isn't inside the face.")]
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// runtime
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bool _segmented;
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[Header("Deflection (Box side center)")]
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public bool deflectFromBoxSides = true;
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public string boxTag = "Box";
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public float outDistance = 12f;
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public float sideExitPush = 0.02f; // push outward from side face
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public float entryPush = 0.005f; // push outward from front face so it shows
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// runtime
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bool _routeViaSide;
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Vector3 _entryPoint; // front-face hit
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Vector3 _midPoint; // side-face center
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Collider _lastBox;
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int _sideSign = 1; // -1 = left, +1 = right (box local right axis)
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void Awake()
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{
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@ -168,49 +200,93 @@ public class LaserBeam : MonoBehaviour
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}
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// ---------------- Hit Detection (robust) ----------------
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//void CheckHit()
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//{
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// if (hasTriggeredDeathThisBurst) return;
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// Vector3 dir = (laserEnd - laserStart).normalized;
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// float distToEnd = Vector3.Distance(laserStart, laserEnd);
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// // Cast along visible beam, then pick the nearest valid hit
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// RaycastHit[] hits = Physics.SphereCastAll(
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// laserStart, hitRadius, dir,
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// distToEnd, collisionMask, queryTriggerMode
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// );
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// if (hits == null || hits.Length == 0) return;
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// float bestDist = float.MaxValue;
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// Transform best = null;
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// foreach (var h in hits)
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// {
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// // Ignore self (any collider in our own hierarchy)
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// if (h.collider && h.collider.GetComponentInParent<LaserBeam>() == this)
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// continue;
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// // Keep the nearest hit under our visible segment
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// if (h.distance < bestDist)
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// {
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// bestDist = h.distance;
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// best = h.collider.transform;
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// }
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// }
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// if (best == null) return;
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// // Player detection: check both object and its root
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// bool isPlayer =
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// best.CompareTag(playerTag) ||
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// (best.root != null && best.root.CompareTag(playerTag));
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// if (isPlayer)
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// {
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// Debug.Log("Laser hit player: " + best.name);
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// hasTriggeredDeathThisBurst = true;
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// CrateEscapeGameManager.Instance?.OnPlayerHitByLaser();
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// }
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//}
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void CheckHit()
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{
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if (hasTriggeredDeathThisBurst) return;
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Vector3 dir = (laserEnd - laserStart).normalized;
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float distToEnd = Vector3.Distance(laserStart, laserEnd);
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// Cast along visible beam, then pick the nearest valid hit
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RaycastHit[] hits = Physics.SphereCastAll(
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laserStart, hitRadius, dir,
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distToEnd, collisionMask, queryTriggerMode
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);
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if (hits == null || hits.Length == 0) return;
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float bestDist = float.MaxValue;
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Transform best = null;
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foreach (var h in hits)
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bool CheckSegment(Vector3 a, Vector3 b)
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{
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// Ignore self (any collider in our own hierarchy)
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if (h.collider && h.collider.GetComponentInParent<LaserBeam>() == this)
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continue;
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// Keep the nearest hit under our visible segment
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if (h.distance < bestDist)
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Vector3 d = b - a;
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float len = d.magnitude;
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if (len <= 0.0001f) return false;
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d /= len;
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var hits = Physics.SphereCastAll(a, hitRadius, d, len, collisionMask, queryTriggerMode);
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if (hits == null || hits.Length == 0) return false;
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float best = float.MaxValue;
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Transform bestT = null;
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foreach (var h in hits)
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{
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bestDist = h.distance;
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best = h.collider.transform;
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if (h.collider && h.collider.GetComponentInParent<LaserBeam>() == this) continue;
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if (h.distance < best) { best = h.distance; bestT = h.collider.transform; }
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}
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if (!bestT) return false;
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bool isPlayer = bestT.CompareTag(playerTag) || (bestT.root && bestT.root.CompareTag(playerTag));
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if (isPlayer)
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{
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hasTriggeredDeathThisBurst = true;
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CrateEscapeGameManager.Instance?.OnPlayerHitByLaser();
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return true;
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}
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return false;
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}
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if (best == null) return;
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// Player detection: check both object and its root
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bool isPlayer =
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best.CompareTag(playerTag) ||
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(best.root != null && best.root.CompareTag(playerTag));
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if (isPlayer)
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if (_routeViaSide)
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{
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Debug.Log("Laser hit player: " + best.name);
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hasTriggeredDeathThisBurst = true;
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CrateEscapeGameManager.Instance?.OnPlayerHitByLaser();
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if (CheckSegment(laserStart, _entryPoint)) return;
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if (CheckSegment(_entryPoint, _midPoint)) return;
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CheckSegment(_midPoint, laserEnd);
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}
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else
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{
|
||||
CheckSegment(laserStart, laserEnd);
|
||||
}
|
||||
}
|
||||
|
||||
@ -219,40 +295,130 @@ public class LaserBeam : MonoBehaviour
|
||||
laserStart = transform.position;
|
||||
Vector3 dir = transform.forward;
|
||||
|
||||
// SphereCast to find the FIRST valid hit along the visible beam,
|
||||
// ignoring ONLY this laser's own colliders.
|
||||
float radius = Mathf.Max(0.0001f, hitRadius);
|
||||
RaycastHit[] hits = Physics.SphereCastAll(
|
||||
laserStart, radius, dir, maxDistance, collisionMask, queryTriggerMode
|
||||
);
|
||||
|
||||
Vector3 end = laserStart + dir * maxDistance;
|
||||
// first: straight cast to find the first collider
|
||||
RaycastHit[] hits = Physics.SphereCastAll(laserStart, radius, dir, maxDistance, collisionMask, queryTriggerMode);
|
||||
|
||||
Vector3 straightEnd = laserStart + dir * maxDistance;
|
||||
RaycastHit bestHit = default;
|
||||
float bestDist = float.MaxValue;
|
||||
bool gotHit = false;
|
||||
|
||||
if (hits != null && hits.Length > 0)
|
||||
if (hits != null)
|
||||
{
|
||||
foreach (var h in hits)
|
||||
{
|
||||
if (!h.collider) continue;
|
||||
|
||||
// Ignore ONLY this LaserBeam's colliders (not the whole root/level)
|
||||
if (h.collider.GetComponentInParent<LaserBeam>() == this)
|
||||
continue;
|
||||
|
||||
if (h.collider.GetComponentInParent<LaserBeam>() == this) continue;
|
||||
if (h.distance < bestDist)
|
||||
{
|
||||
bestDist = h.distance;
|
||||
end = h.point;
|
||||
bestHit = h;
|
||||
gotHit = true;
|
||||
straightEnd = h.point;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
laserEnd = end;
|
||||
|
||||
// default: straight line
|
||||
_routeViaSide = false;
|
||||
laserEnd = straightEnd;
|
||||
line.positionCount = 2;
|
||||
line.SetPosition(0, laserStart);
|
||||
line.SetPosition(1, laserEnd);
|
||||
|
||||
// route via side center only for tagged Box with a BoxCollider
|
||||
if (!deflectFromBoxSides || !gotHit || !bestHit.collider.CompareTag(boxTag))
|
||||
return;
|
||||
|
||||
var box = bestHit.collider.GetComponent<BoxCollider>();
|
||||
if (!box) return;
|
||||
|
||||
// choose/stabilize left/right per box
|
||||
if (_lastBox != bestHit.collider)
|
||||
{
|
||||
_lastBox = bestHit.collider;
|
||||
_sideSign = (Random.value < 0.5f) ? -1 : 1;
|
||||
}
|
||||
|
||||
Transform t = box.transform;
|
||||
|
||||
// 1) ENTRY POINT on the FRONT face (push a hair outward so it's visible)
|
||||
_entryPoint = bestHit.point + bestHit.normal * entryPush;
|
||||
|
||||
// 2) SIDE-CENTER (left/right in box local space), and outward direction
|
||||
Vector3 centerW = t.TransformPoint(box.center);
|
||||
Vector3 half = Vector3.Scale(box.size * 0.5f, t.lossyScale);
|
||||
Vector3 rightW = t.right.normalized;
|
||||
Vector3 outDir = rightW * _sideSign;
|
||||
_midPoint = centerW + rightW * (_sideSign * half.x);
|
||||
|
||||
// 3) SECOND LEG: from side-center outward
|
||||
// remaining distance after traveling to entry + to side-center
|
||||
float traveled = bestHit.distance + Vector3.Distance(bestHit.point, _midPoint);
|
||||
float remain = Mathf.Max(0f, maxDistance - traveled);
|
||||
float leg = Mathf.Min(outDistance, remain);
|
||||
|
||||
Vector3 secondStart = _midPoint + outDir * sideExitPush;
|
||||
Vector3 secondEnd = secondStart + outDir * leg;
|
||||
|
||||
if (Physics.SphereCast(secondStart, radius, outDir, out var h2, leg, collisionMask, queryTriggerMode))
|
||||
{
|
||||
if (!(h2.collider && h2.collider.GetComponentInParent<LaserBeam>() == this))
|
||||
secondEnd = h2.point;
|
||||
}
|
||||
|
||||
// draw the full polyline: START -> ENTRY -> SIDE-CENTER -> OUT
|
||||
_routeViaSide = true;
|
||||
laserEnd = secondEnd;
|
||||
|
||||
line.positionCount = 4;
|
||||
line.SetPosition(0, laserStart);
|
||||
line.SetPosition(1, _entryPoint);
|
||||
line.SetPosition(2, _midPoint);
|
||||
line.SetPosition(3, laserEnd);
|
||||
}
|
||||
|
||||
//void UpdateLaserPath()
|
||||
//{
|
||||
// laserStart = transform.position;
|
||||
// Vector3 dir = transform.forward;
|
||||
|
||||
// // SphereCast to find the FIRST valid hit along the visible beam,
|
||||
// // ignoring ONLY this laser's own colliders.
|
||||
// float radius = Mathf.Max(0.0001f, hitRadius);
|
||||
// RaycastHit[] hits = Physics.SphereCastAll(
|
||||
// laserStart, radius, dir, maxDistance, collisionMask, queryTriggerMode
|
||||
// );
|
||||
|
||||
// Vector3 end = laserStart + dir * maxDistance;
|
||||
// float bestDist = float.MaxValue;
|
||||
|
||||
// if (hits != null && hits.Length > 0)
|
||||
// {
|
||||
// foreach (var h in hits)
|
||||
// {
|
||||
// if (!h.collider) continue;
|
||||
|
||||
// // Ignore ONLY this LaserBeam's colliders (not the whole root/level)
|
||||
// if (h.collider.GetComponentInParent<LaserBeam>() == this)
|
||||
// continue;
|
||||
|
||||
// if (h.distance < bestDist)
|
||||
// {
|
||||
// bestDist = h.distance;
|
||||
// end = h.point;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// laserEnd = end;
|
||||
|
||||
// line.SetPosition(0, laserStart);
|
||||
// line.SetPosition(1, laserEnd);
|
||||
//}
|
||||
|
||||
// ---------------- Utils ----------------
|
||||
void SetLineColor(Color c)
|
||||
{
|
||||
|
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- component: {fileID: 3340538656494895108}
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- component: {fileID: 16394856545348455}
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@ -2720,7 +2720,7 @@ GameObject:
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@ -2954,7 +2954,7 @@ GameObject:
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m_Layer: 0
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m_TagString: Untagged
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@ -3219,7 +3219,7 @@ GameObject:
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m_Layer: 0
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m_Layer: 10
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m_Name: Obstacle_A (2)
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@ -3423,7 +3423,7 @@ GameObject:
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- component: {fileID: 1000207404691863389}
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m_Layer: 0
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m_Layer: 10
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m_Name: Obstacle_H (1)
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@ -4419,7 +4419,7 @@ GameObject:
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@ -6109,7 +6109,7 @@ GameObject:
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m_Name: Obstacle_C (2)
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@ -7996,7 +7996,7 @@ GameObject:
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m_Icon: {fileID: 0}
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@ -8910,7 +8910,7 @@ GameObject:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1503182647481209801}
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@ -10423,7 +10424,7 @@ GameObject:
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m_Layer: 0
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m_Name: Obstacle_F
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@ -12387,7 +12388,7 @@ GameObject:
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m_Icon: {fileID: 0}
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@ -15562,7 +15563,7 @@ GameObject:
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@ -15730,7 +15731,7 @@ GameObject:
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m_Name: Obstacle_D
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@ -17557,7 +17558,7 @@ GameObject:
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m_Layer: 0
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m_Name: Obstacle_E (1)
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@ -17843,7 +17844,7 @@ GameObject:
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m_Icon: {fileID: 0}
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@ -18531,7 +18532,7 @@ GameObject:
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@ -20870,7 +20871,7 @@ GameObject:
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@ -21499,7 +21500,7 @@ GameObject:
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@ -21607,6 +21608,89 @@ MeshCollider:
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--- !u!1001 &1708648475
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@ -28,6 +28,7 @@ public class ChasePlayerController : MonoBehaviour
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public string fallingStateName = "Falling";
|
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public float secondHitWindow = 10f;
|
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public float stateWaitTimeout = 3f;
|
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public static System.Action<float> OnMoveSpeedChanged;
|
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|
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// -------------------------------------------------
|
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|
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@ -85,12 +86,21 @@ public class ChasePlayerController : MonoBehaviour
|
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originalMoveSpeed = moveSpeed; // NEW
|
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ForceRunStart(); // autorunner
|
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}
|
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|
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public void SetMoveSpeed(float newSpeed)
|
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{
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moveSpeed = newSpeed;
|
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OnMoveSpeedChanged?.Invoke(newSpeed);
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}
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bool unableToMove = false;
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void Update()
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{
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DriveRunAnimation();
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if(!unableToMove)
|
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{
|
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|
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HandleInput();
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HandleSwipe();
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}
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UpdateLaneTarget();
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}
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@ -289,6 +299,7 @@ public class ChasePlayerController : MonoBehaviour
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if (Time.time - lastObstacleHitTime <= secondHitWindow)
|
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{
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waitingForGameOver = true;
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//SetMoveSpeed(0);
|
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moveSpeed = 0;
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StartCoroutine(PlayStateAndGameOver(fallingStateName, fallingShortHash));
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}
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@ -298,7 +309,9 @@ public class ChasePlayerController : MonoBehaviour
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lastObstacleHitTime = Time.time;
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PlayStateOnce(fallStateName);
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originalMoveSpeed = moveSpeed; // remember whatever it was right now
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moveSpeed = 0f; // optional: pause forward motion during stumble
|
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moveSpeed = 0;
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StartCoroutine(ResumeRunAfter(fallStateName, fallShortHash));
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}
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}
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@ -323,12 +336,13 @@ public class ChasePlayerController : MonoBehaviour
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if (!waitingForGameOver)
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{
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ForceRunStart(ignoreGuards: true);
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moveSpeed = originalMoveSpeed;
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SetMoveSpeed(originalMoveSpeed);
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animator.CrossFadeInFixedTime(runStateName, 0.1f, baseLayer, 0f);
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}
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}
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IEnumerator PlayStateAndGameOver(string stateName, int shortHash, float xfade = 0.08f)
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{
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unableToMove = true;
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if (string.IsNullOrEmpty(stateName) || animator == null)
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{
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if (scoreManager) scoreManager.GameOver();
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8
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8
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BIN
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Binary file not shown.
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143
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Normal file
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Loading…
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Reference in New Issue
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