Merge pull request 'get-tricky2' (#33) from get-tricky2 into main
Reviewed-on: admin/GGJ2026#33 Reviewed-by: Ramdar <[email protected]>
This commit is contained in:
@@ -65,6 +65,7 @@
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|
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Debug.Log(colliders.Length + " colliders found in range");
|
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foreach (var col in colliders)
|
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{
|
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if (col.CompareTag("Interactable"))
|
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if (col.gameObject == gameObject)
|
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{
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heldObject = col.gameObject;
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heldObject.transform.SetParent(holdPoint);
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heldObject.transform.localPosition = Vector3.zero;
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heldObject.transform.localRotation = Quaternion.identity;
|
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|
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|
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{
|
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|
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|
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|
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|
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if (heldObject.TryGetComponent<TrickController>(out var trick))
|
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{
|
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|
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}
|
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|
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if (col != null) col.enabled = false;
|
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break;
|
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continue;
|
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}
|
||||
|
||||
var hasTrick = col.TryGetComponent<TrickController>(out var trick);
|
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var hasPlayer = col.TryGetComponent<PlayerPlatformerController>(out var playerController);
|
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if (!hasTrick && !hasPlayer && !col.CompareTag("Interactable"))
|
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{
|
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continue;
|
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}
|
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|
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heldObject = col.gameObject;
|
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|
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// Parent the object to the HoldPoint and reset its local position
|
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heldObject.transform.SetParent(holdPoint);
|
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heldObject.transform.localPosition = Vector3.zero;
|
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heldObject.transform.localRotation = Quaternion.identity;
|
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|
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// Disable physics so it doesn't fall or collide with the player
|
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if (heldObject.TryGetComponent<Rigidbody2D>(out Rigidbody2D rb))
|
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{
|
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rb.bodyType = RigidbodyType2D.Kinematic;
|
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rb.gravityScale = 0;
|
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rb.mass = 0;
|
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}
|
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|
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if (trick != null)
|
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{
|
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trick.SetCarried(true);
|
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}
|
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|
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if (playerController != null)
|
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{
|
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playerController.enabled = false;
|
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if (heldObject.TryGetComponent<PlayerPickupController>(out var heldPickup))
|
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{
|
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heldPickup.enabled = false;
|
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}
|
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}
|
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|
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if (col != null) col.enabled = false;
|
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break;
|
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}
|
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}
|
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@@ -123,6 +141,14 @@ public class PlayerPickupController : MonoBehaviour
|
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{
|
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trick.SetCarried(false);
|
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}
|
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if (heldObject.TryGetComponent<PlayerPlatformerController>(out var playerController))
|
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{
|
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playerController.enabled = true;
|
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if (heldObject.TryGetComponent<PlayerPickupController>(out var heldPickup))
|
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{
|
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heldPickup.enabled = true;
|
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}
|
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}
|
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Collider2D col = heldObject.GetComponent<Collider2D>();
|
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if (col != null) col.enabled = true;
|
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|
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|
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@@ -10,6 +10,7 @@ public class Spawner : MonoBehaviour
|
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public float spawnInterval = 1f;
|
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[SerializeField] private int maxAlive = 0;
|
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[SerializeField] private bool spawnOnStart = true;
|
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[SerializeField] private bool repeatSpawns = true;
|
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|
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private readonly List<GameObject> spawned = new List<GameObject>();
|
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|
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@@ -23,8 +24,11 @@ public class Spawner : MonoBehaviour
|
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|
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void Start()
|
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{
|
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// Start the spawning process using a Coroutine
|
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StartCoroutine(SpawnRoutine());
|
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if (repeatSpawns)
|
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{
|
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// Start the spawning process using a Coroutine
|
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StartCoroutine(SpawnRoutine());
|
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}
|
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}
|
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|
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private IEnumerator SpawnRoutine()
|
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|
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@@ -0,0 +1,29 @@
|
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using UnityEngine;
|
||||
|
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public class TrickCollisionManager : MonoBehaviour
|
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{
|
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private bool initialized;
|
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|
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private void Awake()
|
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{
|
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Initialize();
|
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}
|
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private void Initialize()
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{
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if (initialized)
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{
|
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return;
|
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}
|
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|
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var trickLayer = LayerMask.NameToLayer("Trick");
|
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if (trickLayer == -1)
|
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{
|
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Debug.LogWarning("Trick layer not found. Create a layer named 'Trick' and assign it to Trick prefab.");
|
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return;
|
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}
|
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|
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Physics2D.IgnoreLayerCollision(trickLayer, trickLayer, true);
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initialized = true;
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}
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}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,16 +1,36 @@
|
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using System;
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class TrickController : MonoBehaviour
|
||||
{
|
||||
private static readonly List<TrickController> ActiveTricks = new List<TrickController>();
|
||||
private static PlayerPlatformerController[] cachedPlayers = Array.Empty<PlayerPlatformerController>();
|
||||
private static float nextPlayerCacheTime;
|
||||
|
||||
[SerializeField] private string treatTag = "Interactable";
|
||||
[SerializeField] private float moveSpeed = 3.5f;
|
||||
[SerializeField] private float targetRefreshInterval = 0.4f;
|
||||
[SerializeField] private float consumeDistance = 0.35f;
|
||||
[SerializeField] private float wanderInterval = 1.2f;
|
||||
[SerializeField] private float consumeCooldown = 1.5f;
|
||||
[SerializeField] private TrickController trickPrefab;
|
||||
[SerializeField] private float avoidPlayerRadius = 1.2f;
|
||||
[SerializeField] private float avoidTrickRadius = 0.8f;
|
||||
[SerializeField] private float treatSeekWeight = 1f;
|
||||
[SerializeField] private float avoidPlayerWeight = 0.25f;
|
||||
[SerializeField] private float avoidTrickWeight = 0.2f;
|
||||
[SerializeField] private float wanderWeight = 0.4f;
|
||||
[SerializeField] private int maxTricks = 50;
|
||||
[SerializeField] private float jumpImpulse = 6f;
|
||||
[SerializeField] private float jumpCooldown = 1f;
|
||||
[SerializeField] private float jumpChancePerSecond = 0.5f;
|
||||
[SerializeField] private LayerMask groundMask = ~0;
|
||||
[SerializeField] private float groundCheckDistance = 0.05f;
|
||||
|
||||
private Rigidbody2D body;
|
||||
private Transform target;
|
||||
@@ -18,6 +38,9 @@ public class TrickController : MonoBehaviour
|
||||
private Vector2 wanderDirection;
|
||||
private float nextWanderTime;
|
||||
private bool isCarried;
|
||||
private float nextConsumeTime;
|
||||
private float desiredXVelocity;
|
||||
private float nextJumpTime;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -29,6 +52,20 @@ public class TrickController : MonoBehaviour
|
||||
body.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (!ActiveTricks.Contains(this))
|
||||
{
|
||||
ActiveTricks.Add(this);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
ActiveTricks.Remove(this);
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (isCarried)
|
||||
@@ -52,7 +89,7 @@ public class TrickController : MonoBehaviour
|
||||
nextTargetTime = Time.time + targetRefreshInterval;
|
||||
}
|
||||
|
||||
if (target == null && Time.time >= nextWanderTime)
|
||||
if (Time.time >= nextWanderTime)
|
||||
{
|
||||
wanderDirection = Random.insideUnitCircle.normalized;
|
||||
if (wanderDirection.sqrMagnitude < 0.01f)
|
||||
@@ -72,22 +109,53 @@ public class TrickController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
if (!IsGrounded())
|
||||
{
|
||||
var airborne = body.linearVelocity;
|
||||
airborne.x = 0f;
|
||||
body.linearVelocity = airborne;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 desiredVelocity;
|
||||
var stopForTreat = false;
|
||||
if (target != null)
|
||||
var avoidPlayerDirection = GetAvoidPlayerDirection();
|
||||
var avoidTrickDirection = GetAvoidTrickDirection();
|
||||
var hasTarget = target != null;
|
||||
var canConsume = Time.time >= nextConsumeTime;
|
||||
|
||||
var desiredX = 0f;
|
||||
if (hasTarget)
|
||||
{
|
||||
var direction = ((Vector2)target.position - (Vector2)transform.position).normalized;
|
||||
desiredVelocity = new Vector2(direction.x * moveSpeed, 0f);
|
||||
desiredX += direction.x * treatSeekWeight;
|
||||
stopForTreat = Vector2.Distance(transform.position, target.position) <= consumeDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
desiredVelocity = new Vector2(wanderDirection.x * (moveSpeed * 0.6f), 0f);
|
||||
desiredX += wanderDirection.x * wanderWeight;
|
||||
}
|
||||
|
||||
if (!hasTarget || !canConsume)
|
||||
{
|
||||
desiredX += avoidPlayerDirection * avoidPlayerWeight;
|
||||
}
|
||||
desiredX += avoidTrickDirection * avoidTrickWeight;
|
||||
|
||||
if (Mathf.Abs(desiredX) < 0.01f)
|
||||
{
|
||||
desiredX = wanderDirection.x * 0.2f;
|
||||
}
|
||||
|
||||
desiredVelocity = new Vector2(Mathf.Clamp(desiredX, -1f, 1f) * moveSpeed, 0f);
|
||||
|
||||
var velocity = body.linearVelocity;
|
||||
velocity.x = stopForTreat ? 0f : desiredVelocity.x;
|
||||
desiredXVelocity = stopForTreat ? 0f : desiredVelocity.x;
|
||||
velocity.x = Mathf.Lerp(velocity.x, desiredXVelocity, 0.25f);
|
||||
body.linearVelocity = velocity;
|
||||
|
||||
var isMoving = Mathf.Abs(desiredXVelocity) > 0.1f;
|
||||
TryJump(isMoving);
|
||||
}
|
||||
|
||||
private Transform FindNearestTreat()
|
||||
@@ -136,6 +204,11 @@ public class TrickController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
if (Time.time < nextConsumeTime)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var hits = Physics2D.OverlapCircleAll(transform.position, consumeDistance);
|
||||
for (var i = 0; i < hits.Length; i++)
|
||||
{
|
||||
@@ -152,12 +225,18 @@ public class TrickController : MonoBehaviour
|
||||
target = null;
|
||||
}
|
||||
SpawnTrick(spawnPosition);
|
||||
nextConsumeTime = Time.time + consumeCooldown;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnTrick(Vector3 position)
|
||||
{
|
||||
if (maxTricks > 0 && ActiveTricks.Count >= maxTricks)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (trickPrefab != null)
|
||||
{
|
||||
Instantiate(trickPrefab, position, Quaternion.identity);
|
||||
@@ -167,6 +246,131 @@ public class TrickController : MonoBehaviour
|
||||
Instantiate(gameObject, position, Quaternion.identity);
|
||||
}
|
||||
|
||||
private float GetAvoidPlayerDirection()
|
||||
{
|
||||
if (Time.time >= nextPlayerCacheTime)
|
||||
{
|
||||
cachedPlayers = FindObjectsByType<PlayerPlatformerController>(FindObjectsSortMode.None);
|
||||
nextPlayerCacheTime = Time.time + 0.5f;
|
||||
}
|
||||
|
||||
var players = cachedPlayers;
|
||||
if (players == null || players.Length == 0)
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
Transform closest = null;
|
||||
var closestDist = float.MaxValue;
|
||||
var origin = transform.position;
|
||||
for (var i = 0; i < players.Length; i++)
|
||||
{
|
||||
var candidate = players[i];
|
||||
if (candidate == null || !candidate.gameObject.activeInHierarchy)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var dist = Vector2.Distance(origin, candidate.transform.position);
|
||||
if (dist < closestDist)
|
||||
{
|
||||
closestDist = dist;
|
||||
closest = candidate.transform;
|
||||
}
|
||||
}
|
||||
|
||||
if (closest == null || closestDist > avoidPlayerRadius)
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
return Mathf.Sign(origin.x - closest.position.x);
|
||||
}
|
||||
|
||||
private float GetAvoidTrickDirection()
|
||||
{
|
||||
if (ActiveTricks.Count <= 1)
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
Transform closest = null;
|
||||
var closestDist = float.MaxValue;
|
||||
var origin = transform.position;
|
||||
for (var i = 0; i < ActiveTricks.Count; i++)
|
||||
{
|
||||
var candidate = ActiveTricks[i];
|
||||
if (candidate == null || candidate == this || !candidate.gameObject.activeInHierarchy)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var dist = Vector2.Distance(origin, candidate.transform.position);
|
||||
if (dist < closestDist)
|
||||
{
|
||||
closestDist = dist;
|
||||
closest = candidate.transform;
|
||||
}
|
||||
}
|
||||
|
||||
if (closest == null || closestDist > avoidTrickRadius)
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
return Mathf.Sign(origin.x - closest.position.x);
|
||||
}
|
||||
|
||||
private void TryJump(bool isMoving)
|
||||
{
|
||||
if (!isMoving || Time.time < nextJumpTime)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!IsGrounded())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var chance = jumpChancePerSecond * Time.fixedDeltaTime;
|
||||
if (Random.value > chance)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var velocity = body.linearVelocity;
|
||||
velocity.y = 0f;
|
||||
body.linearVelocity = velocity;
|
||||
body.AddForce(Vector2.up * jumpImpulse, ForceMode2D.Impulse);
|
||||
nextJumpTime = Time.time + jumpCooldown;
|
||||
}
|
||||
|
||||
private bool IsGrounded()
|
||||
{
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var bounds = collider.bounds;
|
||||
var checkSize = new Vector2(bounds.size.x * 0.9f, groundCheckDistance * 2f);
|
||||
var checkCenter = new Vector2(bounds.center.x, bounds.min.y - groundCheckDistance);
|
||||
var hits = Physics2D.OverlapBoxAll(checkCenter, checkSize, 0f, groundMask);
|
||||
for (var i = 0; i < hits.Length; i++)
|
||||
{
|
||||
var hit = hits[i];
|
||||
if (hit != null && hit != collider)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
public void SetCarried(bool carried)
|
||||
{
|
||||
isCarried = carried;
|
||||
|
||||
@@ -9,7 +9,7 @@ TagManager:
|
||||
- Default
|
||||
- TransparentFX
|
||||
- Ignore Raycast
|
||||
-
|
||||
- Trick
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
@@ -42,3 +42,5 @@ TagManager:
|
||||
- name: Default
|
||||
uniqueID: 0
|
||||
locked: 0
|
||||
m_RenderingLayers:
|
||||
- Default
|
||||
|
||||
Reference in New Issue
Block a user