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
+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;
}
}
}
}