Fixing trick behavior

This commit is contained in:
hz
2026-01-31 21:48:28 -06:00
parent 31b5d74554
commit 86a860126e
5 changed files with 58 additions and 55 deletions
+2 -2
View File
@@ -16,7 +16,7 @@ GameObject:
- component: {fileID: 7763498473808654306}
- component: {fileID: 3659140714710275197}
- component: {fileID: 9133098163257611752}
m_Layer: 0
m_Layer: 6
m_Name: Player
m_TagString: Untagged
m_Icon: {fileID: 0}
@@ -251,7 +251,7 @@ GameObject:
m_Component:
- component: {fileID: 5569302833446856119}
- component: {fileID: 6635970933810939283}
m_Layer: 0
m_Layer: 6
m_Name: HoldLocation
m_TagString: Untagged
m_Icon: {fileID: 0}
+1 -1
View File
@@ -12,7 +12,7 @@ GameObject:
- component: {fileID: 1016927753207964800}
- component: {fileID: 2635922278447379203}
- component: {fileID: 6828521680597590390}
m_Layer: 0
m_Layer: 7
m_Name: Treat
m_TagString: Interactable
m_Icon: {fileID: 0}
+4 -4
View File
@@ -186,11 +186,11 @@ MonoBehaviour:
wanderInterval: 1.2
consumeCooldown: 5
trickPrefab: {fileID: 700000005}
avoidPlayerRadius: 1.2
avoidTrickRadius: 0.8
avoidPlayerRadius: 0
avoidTrickRadius: 0
treatSeekWeight: 1
avoidPlayerWeight: 0.25
avoidTrickWeight: 0.2
avoidPlayerWeight: 0
avoidTrickWeight: 0
wanderWeight: 0.4
maxTricks: 50
jumpImpulse: 6
+18 -1
View File
@@ -2,6 +2,9 @@ using UnityEngine;
public class TrickCollisionManager : MonoBehaviour
{
[SerializeField] private string trickLayerName = "Trick";
[SerializeField] private string playerLayerName = "Player";
[SerializeField] private string treatLayerName = "Treat";
private bool initialized;
private void Awake()
@@ -16,7 +19,7 @@ public class TrickCollisionManager : MonoBehaviour
return;
}
var trickLayer = LayerMask.NameToLayer("Trick");
var trickLayer = LayerMask.NameToLayer(trickLayerName);
if (trickLayer == -1)
{
Debug.LogWarning("Trick layer not found. Create a layer named 'Trick' and assign it to Trick prefab.");
@@ -24,6 +27,20 @@ public class TrickCollisionManager : MonoBehaviour
}
Physics2D.IgnoreLayerCollision(trickLayer, trickLayer, true);
IgnoreLayerPair(trickLayer, playerLayerName);
IgnoreLayerPair(trickLayer, treatLayerName);
initialized = true;
}
private void IgnoreLayerPair(int trickLayer, string otherLayerName)
{
var otherLayer = LayerMask.NameToLayer(otherLayerName);
if (otherLayer == -1)
{
Debug.LogWarning($"Layer '{otherLayerName}' not found. Configure it if you want Trick to ignore collisions with it.");
return;
}
Physics2D.IgnoreLayerCollision(trickLayer, otherLayer, true);
}
}
+33 -47
View File
@@ -20,7 +20,6 @@ public class TrickController : MonoBehaviour
[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;
@@ -58,6 +57,8 @@ public class TrickController : MonoBehaviour
{
ActiveTricks.Add(this);
}
nextConsumeTime = Time.time + consumeCooldown;
}
private void OnDisable()
@@ -118,29 +119,21 @@ public class TrickController : MonoBehaviour
}
Vector2 desiredVelocity;
var stopForTreat = false;
var avoidPlayerDirection = GetAvoidPlayerDirection();
var avoidTrickDirection = GetAvoidTrickDirection();
var hasTarget = target != null;
var canConsume = Time.time >= nextConsumeTime;
var desiredX = 0f;
if (hasTarget)
if (hasTarget && canConsume)
{
var direction = ((Vector2)target.position - (Vector2)transform.position).normalized;
desiredX += direction.x * treatSeekWeight;
stopForTreat = Vector2.Distance(transform.position, target.position) <= consumeDistance;
}
else
{
desiredX += wanderDirection.x * wanderWeight;
}
if (!hasTarget || !canConsume)
{
desiredX += avoidPlayerDirection * avoidPlayerWeight;
}
desiredX += avoidTrickDirection * avoidTrickWeight;
// No trick-avoidance bias.
if (Mathf.Abs(desiredX) < 0.01f)
{
@@ -150,12 +143,12 @@ public class TrickController : MonoBehaviour
desiredVelocity = new Vector2(Mathf.Clamp(desiredX, -1f, 1f) * moveSpeed, 0f);
var velocity = body.linearVelocity;
desiredXVelocity = stopForTreat ? 0f : desiredVelocity.x;
desiredXVelocity = desiredVelocity.x;
velocity.x = Mathf.Lerp(velocity.x, desiredXVelocity, 0.25f);
body.linearVelocity = velocity;
var isMoving = Mathf.Abs(desiredXVelocity) > 0.1f;
TryJump(isMoving);
TryJump(isMoving, desiredXVelocity);
}
private Transform FindNearestTreat()
@@ -219,6 +212,8 @@ public class TrickController : MonoBehaviour
}
var spawnPosition = hit.transform.position;
hit.enabled = false;
hit.gameObject.tag = "Untagged";
Destroy(hit.gameObject);
if (target == hit.transform)
{
@@ -287,41 +282,8 @@ public class TrickController : MonoBehaviour
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)
private void TryJump(bool isMoving, float jumpDirection)
{
if (!isMoving || Time.time < nextJumpTime)
{
@@ -341,6 +303,12 @@ public class TrickController : MonoBehaviour
var velocity = body.linearVelocity;
velocity.y = 0f;
var jumpDir = Mathf.Sign(jumpDirection);
if (jumpDir == 0f)
{
jumpDir = Random.value < 0.5f ? -1f : 1f;
}
velocity.x = jumpDir * moveSpeed;
body.linearVelocity = velocity;
body.AddForce(Vector2.up * jumpImpulse, ForceMode2D.Impulse);
nextJumpTime = Time.time + jumpCooldown;
@@ -377,9 +345,27 @@ public class TrickController : MonoBehaviour
if (carried)
{
target = null;
desiredXVelocity = 0f;
var velocity = body.linearVelocity;
velocity.x = 0f;
velocity.y = 0f;
body.linearVelocity = velocity;
nextJumpTime = Time.time + 0.1f;
if (TryGetComponent<Collider2D>(out var collider))
{
collider.enabled = false;
}
}
else
{
var velocity = body.linearVelocity;
velocity.x = 0f;
velocity.y = 0f;
body.linearVelocity = velocity;
if (TryGetComponent<Collider2D>(out var collider))
{
collider.enabled = true;
}
}
}
}