Merge branch 'main' into animation
This commit is contained in:
@@ -65,6 +65,7 @@
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<Compile Include="Assets\Scripts\AutoSquareSprite.cs" />
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<Compile Include="Assets\Scripts\ScoreManager.cs" />
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[SerializeField] private string controlSchemeName = "";
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[SerializeField] private int gamepadIndex = -1;
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{
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platformerController = GetComponent<PlayerPlatformerController>();
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@@ -61,6 +70,7 @@ public class PlayerPickupController : MonoBehaviour
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}
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InputSystem.onDeviceChange -= HandleDeviceChange;
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DropObject(false);
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}
|
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TryPickUp();
|
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if (heldObject == null)
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|
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return;
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}
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if (!heldObject.TryGetComponent<TrickController>(out _))
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if (gamepad == null)
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{
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return;
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// Find all colliders within 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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continue;
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if (!hasTrick && !hasPlayer && !col.CompareTag("Interactable"))
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continue;
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// Parent the object to the HoldPoint and reset its local position
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rb.mass = 0;
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}
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if (heldObject.TryGetComponent<TrickController>(out var trick))
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if (trick != null)
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}
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if (playerController != null)
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{
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if (heldObject.TryGetComponent<PlayerPickupController>(out var heldPickup))
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|
||||
heldPickup.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (col != null) col.enabled = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DropObject()
|
||||
void DropObject(bool applyThrow)
|
||||
{
|
||||
// Re-enable physics
|
||||
if (heldObject.TryGetComponent<Rigidbody2D>(out Rigidbody2D rb))
|
||||
{
|
||||
rb.bodyType = RigidbodyType2D.Dynamic;
|
||||
rb.gravityScale = 1;
|
||||
rb.linearVelocity = Vector2.zero;
|
||||
}
|
||||
if (heldObject.TryGetComponent<TrickController>(out var trick))
|
||||
{
|
||||
trick.SetCarried(false);
|
||||
if (applyThrow)
|
||||
{
|
||||
trick.OnThrown();
|
||||
}
|
||||
}
|
||||
if (heldObject.TryGetComponent<PlayerPlatformerController>(out var playerController))
|
||||
{
|
||||
playerController.enabled = true;
|
||||
if (heldObject.TryGetComponent<PlayerPickupController>(out var heldPickup))
|
||||
{
|
||||
heldPickup.enabled = true;
|
||||
}
|
||||
}
|
||||
if (applyThrow && heldObject.TryGetComponent<Rigidbody2D>(out Rigidbody2D throwBody))
|
||||
{
|
||||
var direction = 1f;
|
||||
if (platformerController != null && Mathf.Abs(platformerController.LastMoveX) > 0.01f)
|
||||
{
|
||||
direction = Mathf.Sign(platformerController.LastMoveX);
|
||||
}
|
||||
var charge01 = 1f;
|
||||
if (isChargingThrow)
|
||||
{
|
||||
var heldTime = Time.time - throwChargeStartTime;
|
||||
charge01 = Mathf.Clamp01(heldTime / Mathf.Max(0.01f, throwChargeTime));
|
||||
}
|
||||
var throwSpeed = Mathf.Lerp(minThrowSpeed, maxThrowSpeed, charge01);
|
||||
throwBody.linearVelocity = new Vector2(direction * throwSpeed, 0f);
|
||||
throwBody.angularVelocity = 0f;
|
||||
}
|
||||
Collider2D col = heldObject.GetComponent<Collider2D>();
|
||||
if (col != null) col.enabled = true;
|
||||
@@ -129,6 +220,29 @@ public class PlayerPickupController : MonoBehaviour
|
||||
// Unparent
|
||||
heldObject.transform.SetParent(null);
|
||||
heldObject = null;
|
||||
isChargingThrow = false;
|
||||
}
|
||||
|
||||
private Gamepad GetGamepad()
|
||||
{
|
||||
if (runtimeActions == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var devices = runtimeActions.devices;
|
||||
if (devices != null)
|
||||
{
|
||||
foreach (var device in devices)
|
||||
{
|
||||
if (device is Gamepad gamepad)
|
||||
{
|
||||
return gamepad;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return Gamepad.current;
|
||||
}
|
||||
|
||||
private bool ShouldFilterDevices()
|
||||
|
||||
@@ -22,6 +22,7 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
private InputActionAsset runtimeActions;
|
||||
private InputAction moveAction;
|
||||
private InputAction jumpAction;
|
||||
public float LastMoveX { get; private set; }
|
||||
private bool deviceFilterEnabled;
|
||||
|
||||
private void Awake()
|
||||
@@ -86,6 +87,10 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
}
|
||||
|
||||
var input = moveAction.ReadValue<Vector2>();
|
||||
if (Mathf.Abs(input.x) > 0.01f)
|
||||
{
|
||||
LastMoveX = input.x;
|
||||
}
|
||||
var velocity = body.linearVelocity;
|
||||
velocity.x = input.x * moveSpeed;
|
||||
body.linearVelocity = velocity;
|
||||
|
||||
@@ -10,6 +10,10 @@ public class Spawner : MonoBehaviour
|
||||
public float spawnInterval = 1f;
|
||||
[SerializeField] private int maxAlive = 0;
|
||||
[SerializeField] private bool spawnOnStart = true;
|
||||
[SerializeField] private bool repeatSpawns = true;
|
||||
[SerializeField] private float launchForce = 0f;
|
||||
[SerializeField] private float launchRandomAngle = 0f;
|
||||
[SerializeField] private float spinSpeed = 0f;
|
||||
|
||||
private readonly List<GameObject> spawned = new List<GameObject>();
|
||||
|
||||
@@ -22,10 +26,26 @@ public class Spawner : MonoBehaviour
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (repeatSpawns)
|
||||
{
|
||||
// Start the spawning process using a Coroutine
|
||||
StartCoroutine(SpawnRoutine());
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (spinSpeed != 0f)
|
||||
{
|
||||
transform.Rotate(0f, 0f, spinSpeed * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnNow()
|
||||
{
|
||||
SpawnOnce();
|
||||
}
|
||||
|
||||
private IEnumerator SpawnRoutine()
|
||||
{
|
||||
@@ -62,6 +82,13 @@ public class Spawner : MonoBehaviour
|
||||
|
||||
var instance = Instantiate(objectToSpawn, transform.position, Quaternion.identity);
|
||||
spawned.Add(instance);
|
||||
|
||||
if (launchForce > 0f && instance.TryGetComponent<Rigidbody2D>(out var body))
|
||||
{
|
||||
var angleOffset = launchRandomAngle > 0f ? Random.Range(-launchRandomAngle, launchRandomAngle) : 0f;
|
||||
var direction = Quaternion.Euler(0f, 0f, angleOffset) * transform.right;
|
||||
body.AddForce(direction.normalized * launchForce, ForceMode2D.Impulse);
|
||||
}
|
||||
}
|
||||
|
||||
private int CountAlive()
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
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()
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
if (initialized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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.");
|
||||
return;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44f2fea877e8498fa4898917356fb2e6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,16 +1,38 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
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;
|
||||
public static int ActiveCount => ActiveTricks.Count;
|
||||
|
||||
[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 treatSeekWeight = 1f;
|
||||
[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;
|
||||
[SerializeField] private float despawnMinX = -12f;
|
||||
[SerializeField] private float despawnMaxX = 12f;
|
||||
[SerializeField] private float despawnMinY = -10f;
|
||||
[SerializeField] private float throwControlLockTime = 0.35f;
|
||||
|
||||
private Rigidbody2D body;
|
||||
private Transform target;
|
||||
@@ -18,6 +40,10 @@ public class TrickController : MonoBehaviour
|
||||
private Vector2 wanderDirection;
|
||||
private float nextWanderTime;
|
||||
private bool isCarried;
|
||||
private float nextConsumeTime;
|
||||
private float desiredXVelocity;
|
||||
private float nextJumpTime;
|
||||
private float movementLockUntil;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -29,6 +55,22 @@ public class TrickController : MonoBehaviour
|
||||
body.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (!ActiveTricks.Contains(this))
|
||||
{
|
||||
ActiveTricks.Add(this);
|
||||
}
|
||||
|
||||
nextConsumeTime = Time.time + consumeCooldown;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
ActiveTricks.Remove(this);
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (isCarried)
|
||||
@@ -36,6 +78,13 @@ public class TrickController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
var position = transform.position;
|
||||
if (position.x < despawnMinX || position.x > despawnMaxX || position.y < despawnMinY)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
if (Time.time >= nextTargetTime)
|
||||
{
|
||||
target = FindNearestTreat();
|
||||
@@ -52,7 +101,7 @@ 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 +121,50 @@ public class TrickController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
if (Time.time < movementLockUntil)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!IsGrounded())
|
||||
{
|
||||
var airborne = body.linearVelocity;
|
||||
airborne.x = 0f;
|
||||
body.linearVelocity = airborne;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 desiredVelocity;
|
||||
var stopForTreat = false;
|
||||
if (target != null)
|
||||
var hasTarget = target != null;
|
||||
var canConsume = Time.time >= nextConsumeTime;
|
||||
|
||||
var desiredX = 0f;
|
||||
if (hasTarget && canConsume)
|
||||
{
|
||||
var direction = ((Vector2)target.position - (Vector2)transform.position).normalized;
|
||||
desiredVelocity = new Vector2(direction.x * moveSpeed, 0f);
|
||||
stopForTreat = Vector2.Distance(transform.position, target.position) <= consumeDistance;
|
||||
desiredX += direction.x * treatSeekWeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
desiredVelocity = new Vector2(wanderDirection.x * (moveSpeed * 0.6f), 0f);
|
||||
desiredX += wanderDirection.x * wanderWeight;
|
||||
}
|
||||
|
||||
// No trick-avoidance bias.
|
||||
|
||||
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 = desiredVelocity.x;
|
||||
velocity.x = Mathf.Lerp(velocity.x, desiredXVelocity, 0.25f);
|
||||
body.linearVelocity = velocity;
|
||||
|
||||
var isMoving = Mathf.Abs(desiredXVelocity) > 0.1f;
|
||||
TryJump(isMoving, desiredXVelocity);
|
||||
}
|
||||
|
||||
private Transform FindNearestTreat()
|
||||
@@ -136,6 +213,11 @@ 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++)
|
||||
{
|
||||
@@ -146,18 +228,26 @@ public class TrickController : MonoBehaviour
|
||||
}
|
||||
|
||||
var spawnPosition = hit.transform.position;
|
||||
hit.enabled = false;
|
||||
hit.gameObject.tag = "Untagged";
|
||||
Destroy(hit.gameObject);
|
||||
if (target == hit.transform)
|
||||
{
|
||||
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);
|
||||
@@ -167,15 +257,136 @@ 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 void TryJump(bool isMoving, float jumpDirection)
|
||||
{
|
||||
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;
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void OnThrown()
|
||||
{
|
||||
movementLockUntil = Time.time + throwControlLockTime;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class TrickSpawnKeeper : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Spawner spawner;
|
||||
[SerializeField] private float checkInterval = 1f;
|
||||
private float nextCheckTime;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Time.time < nextCheckTime)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
nextCheckTime = Time.time + checkInterval;
|
||||
if (spawner == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (TrickController.ActiveCount == 0)
|
||||
{
|
||||
spawner.SpawnNow();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4eb1753179e848ed8662b6f039a33df9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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