EnemyAdded in ChaseZibu

This commit is contained in:
Ali Sharoz 2025-08-18 17:52:40 +05:00
parent 35ff6ab710
commit f3dc85b777
24 changed files with 7378 additions and 176 deletions

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@ -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<ChasePlayerController>();
if (player) player.OnObstacleHit();
if (!obj.CompareTag("Player")) return;
player = obj.GetComponent<ChasePlayerController>();
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<ChasePlayerController>();
if (player) player.OnObstacleHit();
HandleEnter(other.gameObject);
}
private void OnTriggerStay(Collider other)
{
HandleStay();
}
private void OnTriggerExit(Collider other)
{
HandleExit(other.gameObject);
}
}

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@ -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");
}
}
}

76
Assets/ChaseRunEnemy.cs Normal file
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@ -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<Rigidbody>();
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);
}
}

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@ -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<LaserBeam>() == 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<LaserBeam>() == 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<LaserBeam>() == 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<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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View File

@ -28,6 +28,7 @@ public class ChasePlayerController : MonoBehaviour
public string fallingStateName = "Falling";
public float secondHitWindow = 10f;
public float stateWaitTimeout = 3f;
public static System.Action<float> 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();

8
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