Adding trick spawn and movement to Experiment scene

This commit is contained in:
hz
2026-01-31 18:35:14 -06:00
parent 0c031b558e
commit c24846d568
7 changed files with 298 additions and 75 deletions
+115 -6
View File
@@ -1,16 +1,125 @@
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
public class TrickController : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
[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;
private Rigidbody2D body;
private Transform target;
private float nextTargetTime;
private Vector2 wanderDirection;
private float nextWanderTime;
private void Awake()
{
body = GetComponent<Rigidbody2D>();
body.bodyType = RigidbodyType2D.Dynamic;
body.gravityScale = 1f;
body.freezeRotation = true;
body.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
body.interpolation = RigidbodyInterpolation2D.Interpolate;
}
// Update is called once per frame
void Update()
private void Update()
{
if (Time.time >= nextTargetTime)
{
target = FindNearestTreat();
nextTargetTime = Time.time + targetRefreshInterval;
}
if (target == null && Time.time >= nextWanderTime)
{
wanderDirection = Random.insideUnitCircle.normalized;
if (wanderDirection.sqrMagnitude < 0.01f)
{
wanderDirection = Vector2.right;
}
nextWanderTime = Time.time + wanderInterval;
}
TryConsumeTreat();
}
private void FixedUpdate()
{
Vector2 desiredVelocity;
var stopForTreat = false;
if (target != null)
{
var direction = ((Vector2)target.position - (Vector2)transform.position).normalized;
desiredVelocity = new Vector2(direction.x * moveSpeed, 0f);
stopForTreat = Vector2.Distance(transform.position, target.position) <= consumeDistance;
}
else
{
desiredVelocity = new Vector2(wanderDirection.x * (moveSpeed * 0.6f), 0f);
}
var velocity = body.linearVelocity;
velocity.x = stopForTreat ? 0f : desiredVelocity.x;
body.linearVelocity = velocity;
}
private Transform FindNearestTreat()
{
var treats = GameObject.FindGameObjectsWithTag(treatTag);
if (treats == null || treats.Length == 0)
{
return null;
}
Transform best = null;
var bestDistance = float.MaxValue;
var origin = transform.position;
for (var i = 0; i < treats.Length; i++)
{
var candidate = treats[i];
if (!candidate.activeInHierarchy)
{
continue;
}
if (!candidate.TryGetComponent<Collider2D>(out var collider) || !collider.enabled)
{
continue;
}
var distance = Vector2.Distance(origin, candidate.transform.position);
if (distance < bestDistance)
{
bestDistance = distance;
best = candidate.transform;
}
}
return best;
}
private void TryConsumeTreat()
{
var hits = Physics2D.OverlapCircleAll(transform.position, consumeDistance);
for (var i = 0; i < hits.Length; i++)
{
var hit = hits[i];
if (hit == null || !hit.CompareTag(treatTag))
{
continue;
}
Destroy(hit.gameObject);
if (target == hit.transform)
{
target = null;
}
break;
}
}
}