From ffc4f75892841b8851513f417bb4ca85f52170f5 Mon Sep 17 00:00:00 2001 From: Ali Sharoz <187120652+alisharoz666@users.noreply.github.com> Date: Tue, 16 Sep 2025 17:51:02 +0500 Subject: [PATCH] Wall effect fix, Jump fix, env collider fix --- Assets/Scenes/ChaseRun.unity | 2 +- Assets/Scenes/ClawGrab.unity | 2 +- Assets/Scenes/CrateEscape.unity | 106 +++++++++++++-- Assets/Scenes/SkyWalker.unity | 2 +- .../Scripts/ChaseOn/ChaseObstacleTrigger.cs | 1 + .../Scripts/ChaseOn/ChasePlayerController.cs | 9 +- .../CrateEscapePlayerControllerJoystick.cs | 2 +- .../SkyWalker/Skywalker_BreakableWall.cs | 34 +++-- .../SkyWalker/Skywalker_PlayerController.cs | 10 +- Assets/Skywalker/Prefabs/BreakableWall.prefab | 127 +++++++++++++++++- ProjectSettings/ProjectSettings.asset | 14 +- 11 files changed, 263 insertions(+), 46 deletions(-) diff --git a/Assets/Scenes/ChaseRun.unity b/Assets/Scenes/ChaseRun.unity index 7557989..6f81716 100644 --- a/Assets/Scenes/ChaseRun.unity +++ b/Assets/Scenes/ChaseRun.unity @@ -11334,6 +11334,7 @@ GameObject: SceneRoots: m_ObjectHideFlags: 0 m_Roots: + - 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if (jumpCounter >= numOfJumpsAllowed) return; + if (jumpCounter >= numOfJumpsAllowed||cantJump==true) return; jumpCounter++; jumpPressTime = Time.time; TryStartJump(); @@ -181,6 +183,7 @@ public class ChasePlayerController : MonoBehaviour if (animator) animator.applyRootMotion = false; ForceRunStart(); + startingMoveSpeed = moveSpeed; } public void SetMoveSpeed(float newSpeed) @@ -491,6 +494,8 @@ public class ChasePlayerController : MonoBehaviour if (!ignoreGuards && (IsInOrGoingTo(fallShortHash) || IsInOrGoingTo(fallingShortHash) || waitingForGameOver)) return; + moveSpeed = startingMoveSpeed; + if (useSpeedBlendTree && hasSpeedFloat) animator.SetFloat(speedParamName, runSpeedParamValue); else if (!string.IsNullOrEmpty(runStateName)) @@ -611,6 +616,7 @@ public class ChasePlayerController : MonoBehaviour originalMoveSpeed = baseMoveSpeed; SetMoveSpeed(0); + cantJump = true; StartCoroutine(ResumeRunAfter(fallStateName, fallShortHash)); } } @@ -642,6 +648,7 @@ public class ChasePlayerController : MonoBehaviour // restore baseline & current speed baseMoveSpeed = originalMoveSpeed; // baseline for threat boost SetMoveSpeed(originalMoveSpeed); // actual run speed now + cantJump = false; animator.CrossFadeInFixedTime(runStateName, 0.1f, baseLayer, 0f); } } diff --git a/Assets/Scripts/CrateEscape/CrateEscapePlayerControllerJoystick.cs b/Assets/Scripts/CrateEscape/CrateEscapePlayerControllerJoystick.cs index 15f53d8..7317562 100644 --- a/Assets/Scripts/CrateEscape/CrateEscapePlayerControllerJoystick.cs +++ b/Assets/Scripts/CrateEscape/CrateEscapePlayerControllerJoystick.cs @@ -354,7 +354,7 @@ public class CrateEscapePlayerControllerJoystick : MonoBehaviour public void OnJumpUIButton() { if (IsBlocked()) return; - + Debug.Log("isGrounded: " + IsGrounded()); if (IsGrounded() || (allowAirJump && !_usedAirJump)) _jumpQueued = true; } diff --git a/Assets/Scripts/SkyWalker/Skywalker_BreakableWall.cs b/Assets/Scripts/SkyWalker/Skywalker_BreakableWall.cs index 053f230..345ca31 100644 --- a/Assets/Scripts/SkyWalker/Skywalker_BreakableWall.cs +++ b/Assets/Scripts/SkyWalker/Skywalker_BreakableWall.cs @@ -9,25 +9,35 @@ public class Skywalker_BreakableWall : MonoBehaviour public float shrinkScale = 0.1f; // final scale when shrinking private bool isBreaking = false; - + public Transform childMesh; public void BreakWall() { if (isBreaking) return; isBreaking = true; - // Create a sequence - Sequence seq = DOTween.Sequence(); - - // Step 1: Shake - seq.Append(transform.DOShakePosition(shakeDuration, strength: 0.2f, vibrato: 10, randomness: 90)); - - // Step 2: Shrink down - seq.Append(transform.DOScale(Vector3.one * shrinkScale, breakDuration).SetEase(Ease.InBack)); - - // Step 3: Destroy at the end - seq.OnComplete(() => + //childMesh.DOShakePosition(shakeDuration,strength: 0.005f, vibrato: 10, randomness: 45).OnComplete(() => + //{ + childMesh.DOScale(Vector3.one * shrinkScale, breakDuration).SetEase(Ease.InOutBack).OnComplete(() => { Destroy(gameObject); }); + //}); + // Create a sequence + //Sequence seq = DOTween.Sequence(); + + //// Step 1: Shake + //seq.Append(childMesh.DOShakePosition(shakeDuration).OnComplete(() => + //{ + + + // // Step 2: Shrink down + // seq.Append(childMesh.DOScale(Vector3.one * shrinkScale, breakDuration).SetEase(Ease.InBack)); + + //}); + //// Step 3: Destroy at the end + //seq.OnComplete(() => + //{ + // Destroy(gameObject); + //}); } } diff --git a/Assets/Scripts/SkyWalker/Skywalker_PlayerController.cs b/Assets/Scripts/SkyWalker/Skywalker_PlayerController.cs index 11c0a9f..63ae6ce 100644 --- a/Assets/Scripts/SkyWalker/Skywalker_PlayerController.cs +++ b/Assets/Scripts/SkyWalker/Skywalker_PlayerController.cs @@ -66,12 +66,14 @@ public class Skywalker_PlayerController : MonoBehaviour void Jump() { isGrounded = Physics.CheckSphere(groundCheck.position, groundCheckRadius, groundLayer); - 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