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80d71d38130506849ad812def419d0d3 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 9100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ChaseObstacleTrigger.cs b/Assets/ChaseObstacleTrigger.cs index 46b2112..ddcc27d 100644 --- a/Assets/ChaseObstacleTrigger.cs +++ b/Assets/ChaseObstacleTrigger.cs @@ -2,17 +2,74 @@ using UnityEngine; public class ChaseObstacleTrigger : MonoBehaviour { - private void OnCollisionEnter(Collision collision) + private float contactTimer = 0f; + private bool isPlayerTouching = false; + private ChasePlayerController player; + + private void HandleEnter(GameObject obj) { - if (!collision.gameObject.CompareTag("Player")) return; - var player = collision.gameObject.GetComponent(); - if (player) player.OnObstacleHit(); + if (!obj.CompareTag("Player")) return; + + player = obj.GetComponent(); + if (player != null) + { + isPlayerTouching = true; + contactTimer = 0f; + player.OnObstacleHit(); // First hit (stumble) + } } + private void HandleStay() + { + if (!isPlayerTouching || player == null) return; + + contactTimer += Time.deltaTime; + + if (contactTimer >= 1f) + { + player.OnObstacleHit(); // Second hit = GameOver + isPlayerTouching = false; // Prevent further hits + } + } + + private void HandleExit(GameObject obj) + { + if (!obj.CompareTag("Player")) return; + + isPlayerTouching = false; + contactTimer = 0f; + player = null; + } + + // ---------- For Collision ---------- + private void OnCollisionEnter(Collision collision) + { + HandleEnter(collision.gameObject); + } + + private void OnCollisionStay(Collision collision) + { + HandleStay(); + } + + private void OnCollisionExit(Collision collision) + { + HandleExit(collision.gameObject); + } + + // ---------- For Trigger ---------- private void OnTriggerEnter(Collider other) { - if (!other.CompareTag("Player")) return; - var player = other.GetComponent(); - if (player) player.OnObstacleHit(); + HandleEnter(other.gameObject); + } + + private void OnTriggerStay(Collider other) + { + HandleStay(); + } + + private void OnTriggerExit(Collider other) + { + HandleExit(other.gameObject); } } diff --git a/Assets/ChasePowerUp.cs b/Assets/ChasePowerUp.cs index 5b38152..31c21e0 100644 --- a/Assets/ChasePowerUp.cs +++ b/Assets/ChasePowerUp.cs @@ -24,14 +24,18 @@ public class ChasePowerUp : MonoBehaviour private IEnumerator ApplySpeedBoost(ChasePlayerController player) { float originalSpeed = player.moveSpeed; - player.moveSpeed += speedBoostAmount; + float boostedSpeed = originalSpeed + speedBoostAmount; - // Optional: trigger visual/audio effect here + player.SetMoveSpeed(boostedSpeed); Debug.Log("Speed Boost Activated!"); yield return new WaitForSeconds(duration); - player.moveSpeed = originalSpeed; - Debug.Log("Speed Boost Ended"); + // Only revert if the player's current speed is still the boosted speed + if (player.moveSpeed == boostedSpeed) + { + player.SetMoveSpeed(originalSpeed); + Debug.Log("Speed Boost Ended"); + } } } diff --git a/Assets/ChaseRunEnemy.cs b/Assets/ChaseRunEnemy.cs new file mode 100644 index 0000000..29498de --- /dev/null +++ b/Assets/ChaseRunEnemy.cs @@ -0,0 +1,76 @@ +using UnityEngine; + +public class ChaseRunEnemy : MonoBehaviour +{ + public Animator m_animator; + public Rigidbody rb; + public float moveSpeed; + public float stopDistance = 1.5f; + + private Transform player; + private float stopDistanceSqr; + private bool isStopped = false; + + private void Awake() + { + rb = GetComponent(); + + GameObject playerObj = GameObject.FindGameObjectWithTag("Player"); + if (playerObj != null) + { + player = playerObj.transform; + } + else + { + Debug.LogError("[ChaseRunEnemy] Player not found in scene."); + } + + stopDistanceSqr = stopDistance * stopDistance; // Cache squared distance + } + + private void OnEnable() + { + ChasePlayerController.OnMoveSpeedChanged += UpdateMoveSpeed; + } + + private void OnDisable() + { + ChasePlayerController.OnMoveSpeedChanged -= UpdateMoveSpeed; + } + + private void UpdateMoveSpeed(float speed) + { + moveSpeed = speed; + } + + private void FixedUpdate() + { + if (player == null) return; + + Vector3 toPlayer = player.position - transform.position; + float distanceSqr = toPlayer.sqrMagnitude; + + if (distanceSqr <= stopDistanceSqr) + { + if (!isStopped) + { + m_animator.SetBool("isStop", true); + isStopped = true; + } + return; + } + + if (isStopped) + { + m_animator.SetBool("isStop", false); + isStopped = false; + } + + MoveForward(); + } + + private void MoveForward() + { + rb.MovePosition(rb.position + Vector3.back * moveSpeed * Time.fixedDeltaTime); + } +} diff --git a/Assets/ChaseRunEnemy.cs.meta b/Assets/ChaseRunEnemy.cs.meta new file mode 100644 index 0000000..9da8272 --- /dev/null +++ b/Assets/ChaseRunEnemy.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5bf9a56cb9d70ef4fb77dac280c660ae +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/LaserBeam.cs b/Assets/LaserBeam.cs index c0d4127..01cc1da 100644 --- a/Assets/LaserBeam.cs +++ b/Assets/LaserBeam.cs @@ -46,6 +46,38 @@ public class LaserBeam : MonoBehaviour // cache root to ignore self-hits Transform _selfRoot; + [Header("Deflection")] + public bool enableDeflection = true; + public string deflectTag = "Box"; + [Tooltip("How far the beam travels after deflection.")] + public float deflectDistance = 10f; + [Tooltip("Push along the deflected direction to avoid re-hitting the same face.")] + public float deflectEdgePush = 0.02f; + + // runtime cache so the left/right choice doesn't flicker + Collider _currentDeflectCol; + int _currentDeflectSign = 1; // +1 = right, -1 = left + bool _isDeflecting; + Vector3 _bouncePoint; + Vector3 _bounceEnd; + [Header("Deflection (Box side center)")] + [Tooltip("Tiny push so the second segment isn't inside the face.")] + + // runtime + bool _segmented; + [Header("Deflection (Box side center)")] + public bool deflectFromBoxSides = true; + public string boxTag = "Box"; + public float outDistance = 12f; + public float sideExitPush = 0.02f; // push outward from side face + public float entryPush = 0.005f; // push outward from front face so it shows + + // runtime + bool _routeViaSide; + Vector3 _entryPoint; // front-face hit + Vector3 _midPoint; // side-face center + Collider _lastBox; + int _sideSign = 1; // -1 = left, +1 = right (box local right axis) void Awake() { @@ -168,49 +200,93 @@ public class LaserBeam : MonoBehaviour } // ---------------- Hit Detection (robust) ---------------- + //void CheckHit() + //{ + // if (hasTriggeredDeathThisBurst) return; + + // Vector3 dir = (laserEnd - laserStart).normalized; + // float distToEnd = Vector3.Distance(laserStart, laserEnd); + + // // Cast along visible beam, then pick the nearest valid hit + // RaycastHit[] hits = Physics.SphereCastAll( + // laserStart, hitRadius, dir, + // distToEnd, collisionMask, queryTriggerMode + // ); + + // if (hits == null || hits.Length == 0) return; + + // float bestDist = float.MaxValue; + // Transform best = null; + + // foreach (var h in hits) + // { + // // Ignore self (any collider in our own hierarchy) + // if (h.collider && h.collider.GetComponentInParent() == this) + // continue; + // // Keep the nearest hit under our visible segment + // if (h.distance < bestDist) + // { + // bestDist = h.distance; + // best = h.collider.transform; + // } + // } + + // if (best == null) return; + + // // Player detection: check both object and its root + // bool isPlayer = + // best.CompareTag(playerTag) || + // (best.root != null && best.root.CompareTag(playerTag)); + + // if (isPlayer) + // { + // Debug.Log("Laser hit player: " + best.name); + // hasTriggeredDeathThisBurst = true; + // CrateEscapeGameManager.Instance?.OnPlayerHitByLaser(); + // } + //} void CheckHit() { if (hasTriggeredDeathThisBurst) return; - Vector3 dir = (laserEnd - laserStart).normalized; - float distToEnd = Vector3.Distance(laserStart, laserEnd); - - // Cast along visible beam, then pick the nearest valid hit - RaycastHit[] hits = Physics.SphereCastAll( - laserStart, hitRadius, dir, - distToEnd, collisionMask, queryTriggerMode - ); - - if (hits == null || hits.Length == 0) return; - - float bestDist = float.MaxValue; - Transform best = null; - - foreach (var h in hits) + bool CheckSegment(Vector3 a, Vector3 b) { - // Ignore self (any collider in our own hierarchy) - if (h.collider && h.collider.GetComponentInParent() == this) - continue; - // Keep the nearest hit under our visible segment - if (h.distance < bestDist) + Vector3 d = b - a; + float len = d.magnitude; + if (len <= 0.0001f) return false; + d /= len; + + var hits = Physics.SphereCastAll(a, hitRadius, d, len, collisionMask, queryTriggerMode); + if (hits == null || hits.Length == 0) return false; + + float best = float.MaxValue; + Transform bestT = null; + foreach (var h in hits) { - bestDist = h.distance; - best = h.collider.transform; + if (h.collider && h.collider.GetComponentInParent() == this) continue; + if (h.distance < best) { best = h.distance; bestT = h.collider.transform; } } + if (!bestT) return false; + + bool isPlayer = bestT.CompareTag(playerTag) || (bestT.root && bestT.root.CompareTag(playerTag)); + if (isPlayer) + { + hasTriggeredDeathThisBurst = true; + CrateEscapeGameManager.Instance?.OnPlayerHitByLaser(); + return true; + } + return false; } - if (best == null) return; - - // Player detection: check both object and its root - bool isPlayer = - best.CompareTag(playerTag) || - (best.root != null && best.root.CompareTag(playerTag)); - - if (isPlayer) + if (_routeViaSide) { - Debug.Log("Laser hit player: " + best.name); - hasTriggeredDeathThisBurst = true; - CrateEscapeGameManager.Instance?.OnPlayerHitByLaser(); + if (CheckSegment(laserStart, _entryPoint)) return; + if (CheckSegment(_entryPoint, _midPoint)) return; + CheckSegment(_midPoint, laserEnd); + } + else + { + 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() == this) - continue; - + if (h.collider.GetComponentInParent() == 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(); + 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() == 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() == 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) { diff --git a/Assets/Prefabs/Platform 1.prefab b/Assets/Prefabs/Platform 1.prefab index f7dbcac..51a368c 100644 --- a/Assets/Prefabs/Platform 1.prefab +++ b/Assets/Prefabs/Platform 1.prefab @@ -1054,7 +1054,7 @@ GameObject: - component: {fileID: 711692846619552128} - component: {fileID: 3340538656494895108} - component: {fileID: 16394856545348455} - m_Layer: 0 + m_Layer: 10 m_Name: Obstacle_D m_TagString: Untagged m_Icon: {fileID: 0} @@ -2720,7 +2720,7 @@ GameObject: - component: {fileID: 263196453162800529} - component: {fileID: 1053191078766046771} - component: {fileID: 8725469799800410083} - m_Layer: 0 + m_Layer: 10 m_Name: Obstacle_D m_TagString: Untagged m_Icon: {fileID: 0} @@ -2954,7 +2954,7 @@ GameObject: - component: {fileID: 5251590225460456578} - component: {fileID: 511228924792549677} - component: {fileID: 6819414594596214235} - m_Layer: 0 + m_Layer: 10 m_Name: Laser (1) m_TagString: Untagged m_Icon: {fileID: 0} @@ -3219,7 +3219,7 @@ GameObject: - component: {fileID: 8913979711912998347} - component: {fileID: 2832508921918542949} - component: {fileID: 3420269714611742631} - m_Layer: 0 + m_Layer: 10 m_Name: Obstacle_A (2) m_TagString: Untagged m_Icon: {fileID: 0} @@ -3423,7 +3423,7 @@ GameObject: - component: {fileID: 3047299583626785920} - component: {fileID: 4393565449152296948} - component: {fileID: 1000207404691863389} - m_Layer: 0 + m_Layer: 10 m_Name: Obstacle_H (1) m_TagString: Untagged m_Icon: {fileID: 0} @@ -4419,7 +4419,7 @@ GameObject: - component: {fileID: 7660041932753132443} - component: {fileID: 6009888848653672611} - component: {fileID: 7971876959942431127} - m_Layer: 0 + m_Layer: 10 m_Name: Obstacle_D m_TagString: Untagged m_Icon: {fileID: 0} @@ -6109,7 +6109,7 @@ GameObject: - component: {fileID: 516329876958247455} - component: {fileID: 2658798738431264005} - component: {fileID: 5221380566176648806} - m_Layer: 0 + m_Layer: 10 m_Name: Obstacle_C (2) m_TagString: Untagged m_Icon: {fileID: 0} @@ -7996,7 +7996,7 @@ GameObject: - component: {fileID: 4104024509276117024} - component: {fileID: 1941793371505570955} - component: {fileID: 2073829504001950738} - m_Layer: 0 + m_Layer: 10 m_Name: Obstacle_F (1) m_TagString: Untagged m_Icon: {fileID: 0} @@ -8910,7 +8910,7 @@ GameObject: - component: {fileID: 825434027984440314} - component: {fileID: 2652115488662265703} - component: {fileID: 7665790259295165069} - m_Layer: 0 + m_Layer: 10 m_Name: Obstacle_A (4) m_TagString: Untagged m_Icon: {fileID: 0} @@ -9049,7 +9049,8 @@ Transform: m_LocalPosition: {x: 0, y: 3.25, z: -60.3131} m_LocalScale: {x: 0.4, y: 1, z: 3.5991447} m_ConstrainProportionsScale: 0 - m_Children: [] + m_Children: + - {fileID: 6550440330129962008} m_Father: {fileID: 3441618593451544471} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 180} --- !u!33 &1916204892490881778 @@ -9067,7 +9068,7 @@ MeshRenderer: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1503182647481209801} - m_Enabled: 1 + m_Enabled: 0 m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 @@ -10423,7 +10424,7 @@ GameObject: - component: {fileID: 3248001814656725515} - component: {fileID: 2919757353348815273} - component: {fileID: 5824462731820737925} - m_Layer: 0 + m_Layer: 10 m_Name: Obstacle_F m_TagString: Untagged m_Icon: {fileID: 0} @@ -12387,7 +12388,7 @@ GameObject: - component: {fileID: 5197548669799759821} - component: {fileID: 4009900854107124411} - component: {fileID: 1928255069996893383} - m_Layer: 0 + m_Layer: 10 m_Name: Arrow_C m_TagString: Untagged m_Icon: {fileID: 0} @@ -15562,7 +15563,7 @@ GameObject: - component: {fileID: 2938167122899408096} - component: {fileID: 7443980859277375443} - component: {fileID: 5435448632326790050} - m_Layer: 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Box_C - m_TagString: Untagged + m_TagString: Box m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 @@ -37392,7 +37428,7 @@ GameObject: - component: {fileID: 6457995383102056751} m_Layer: 0 m_Name: Box_B - m_TagString: Untagged + m_TagString: Box m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 @@ -38407,7 +38443,7 @@ GameObject: - component: {fileID: 7457625580255484150} m_Layer: 0 m_Name: Box_D - m_TagString: Untagged + m_TagString: Box m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 diff --git a/Assets/Scripts/ChaseOn/ChasePlayerController.cs b/Assets/Scripts/ChaseOn/ChasePlayerController.cs index a521ae3..073f2e7 100644 --- a/Assets/Scripts/ChaseOn/ChasePlayerController.cs +++ b/Assets/Scripts/ChaseOn/ChasePlayerController.cs @@ -28,6 +28,7 @@ public class ChasePlayerController : MonoBehaviour public string fallingStateName = "Falling"; public float secondHitWindow = 10f; public float stateWaitTimeout = 3f; + public static System.Action OnMoveSpeedChanged; // ------------------------------------------------- @@ -85,12 +86,21 @@ public class ChasePlayerController : MonoBehaviour originalMoveSpeed = moveSpeed; // NEW ForceRunStart(); // autorunner } - + public void SetMoveSpeed(float newSpeed) + { + moveSpeed = newSpeed; + OnMoveSpeedChanged?.Invoke(newSpeed); + } + bool unableToMove = false; void Update() { DriveRunAnimation(); + if(!unableToMove) + { + HandleInput(); HandleSwipe(); + } UpdateLaneTarget(); } @@ -289,6 +299,7 @@ public class ChasePlayerController : MonoBehaviour if (Time.time - lastObstacleHitTime <= secondHitWindow) { waitingForGameOver = true; + //SetMoveSpeed(0); moveSpeed = 0; StartCoroutine(PlayStateAndGameOver(fallingStateName, fallingShortHash)); } @@ -298,7 +309,9 @@ public class ChasePlayerController : MonoBehaviour lastObstacleHitTime = Time.time; PlayStateOnce(fallStateName); originalMoveSpeed = moveSpeed; // remember whatever it was right now - moveSpeed = 0f; // optional: pause forward motion during stumble + //SetMoveSpeed(0f); // optional: pause forward motion during stumble + moveSpeed = 0; + StartCoroutine(ResumeRunAfter(fallStateName, fallShortHash)); } } @@ -323,12 +336,13 @@ public class ChasePlayerController : MonoBehaviour if (!waitingForGameOver) { ForceRunStart(ignoreGuards: true); - moveSpeed = originalMoveSpeed; + SetMoveSpeed(originalMoveSpeed); animator.CrossFadeInFixedTime(runStateName, 0.1f, baseLayer, 0f); } } IEnumerator PlayStateAndGameOver(string stateName, int shortHash, float xfade = 0.08f) { + unableToMove = true; if (string.IsNullOrEmpty(stateName) || animator == null) { if (scoreManager) scoreManager.GameOver(); diff --git a/Assets/Test.meta b/Assets/Test.meta new file mode 100644 index 0000000..f60b6a6 --- /dev/null +++ b/Assets/Test.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a3394402267eea0499ef4abef087cea3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git 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