Adding basket blocking feature
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@@ -11,6 +11,8 @@ public class TrickController : MonoBehaviour
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private static readonly List<TrickController> ActiveTricks = new List<TrickController>();
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private static PlayerPlatformerController[] cachedPlayers = Array.Empty<PlayerPlatformerController>();
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private static float nextPlayerCacheTime;
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private static bool hasCanonicalScale;
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private static Vector3 canonicalScale;
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public static int ActiveCount => ActiveTricks.Count;
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[SerializeField] private string treatTag = "Interactable";
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@@ -30,6 +32,12 @@ public class TrickController : MonoBehaviour
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[SerializeField] private float jumpChancePerSecond = 0.5f;
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[SerializeField] private float jumpArcChance = 0.5f;
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[SerializeField] private float jumpArcHorizontalImpulse = 2f;
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[SerializeField] private float basketSeekRadius = 8f;
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[SerializeField] private float basketSeekWeight = 0.9f;
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[SerializeField] private float basketMinHeight = 0.5f;
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[SerializeField] private float basketRefreshInterval = 0.6f;
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[SerializeField] private float basketJumpChance = 0.35f;
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[SerializeField] private float basketJumpHorizontalRange = 0.8f;
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[SerializeField] private LayerMask groundMask = ~0;
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[SerializeField] private float groundCheckDistance = 0.05f;
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[SerializeField] private float despawnMinX = -12f;
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@@ -39,10 +47,13 @@ public class TrickController : MonoBehaviour
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[SerializeField] private float throwControlLockTime = 0.35f;
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[SerializeField] private float wallCheckDistance = 0.1f;
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[SerializeField] private float wallAvoidDuration = 0.6f;
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[SerializeField] private float wallAvoidCooldown = 0.2f;
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private Rigidbody2D body;
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private Transform target;
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private float nextTargetTime;
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private Transform basketTarget;
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private float nextBasketTime;
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private Vector2 wanderDirection;
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private float nextWanderTime;
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private bool isCarried;
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@@ -55,6 +66,7 @@ public class TrickController : MonoBehaviour
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private readonly RaycastHit2D[] wallHits = new RaycastHit2D[4];
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private float wallAvoidUntil;
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private float wallAvoidDirection;
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private float nextWallAvoidTime;
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private RigidbodyType2D basketBodyType;
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private float basketGravityScale;
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private bool basketSimulated;
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@@ -65,6 +77,7 @@ public class TrickController : MonoBehaviour
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private SpriteRenderer cachedRenderer;
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private string originalSortingLayer;
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private int originalSortingOrder;
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private Vector3 originalLocalScale;
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public bool IsCarried => isCarried;
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public bool IsBasketed => isBasketed;
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@@ -78,6 +91,12 @@ public class TrickController : MonoBehaviour
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body.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
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body.interpolation = RigidbodyInterpolation2D.Interpolate;
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cachedRenderer = GetComponent<SpriteRenderer>();
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originalLocalScale = transform.localScale;
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if (!hasCanonicalScale)
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{
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canonicalScale = transform.localScale;
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hasCanonicalScale = true;
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}
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}
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private void OnEnable()
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@@ -131,6 +150,12 @@ public class TrickController : MonoBehaviour
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nextTargetTime = Time.time + targetRefreshInterval;
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}
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if (Time.time >= nextBasketTime)
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{
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basketTarget = FindNearestBasketAbove();
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nextBasketTime = Time.time + basketRefreshInterval;
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}
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if (Time.time >= nextWanderTime)
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{
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wanderDirection = Random.insideUnitCircle.normalized;
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@@ -189,6 +214,15 @@ public class TrickController : MonoBehaviour
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desiredX += wanderDirection.x * wanderWeight;
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}
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if (!hasTarget && basketTarget != null)
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{
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var basketDelta = (Vector2)basketTarget.position - (Vector2)transform.position;
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if (basketDelta.y >= basketMinHeight && basketDelta.magnitude <= basketSeekRadius)
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{
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desiredX += Mathf.Sign(basketDelta.x) * basketSeekWeight;
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}
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}
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// No trick-avoidance bias.
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if (Mathf.Abs(desiredX) < 0.01f)
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@@ -196,11 +230,15 @@ public class TrickController : MonoBehaviour
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desiredX = wanderDirection.x * 0.2f;
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}
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var wallDirection = GetWallAvoidDirection(desiredX);
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if (wallDirection != 0f)
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if (Time.time >= nextWallAvoidTime)
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{
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wallAvoidDirection = wallDirection;
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wallAvoidUntil = Time.time + wallAvoidDuration;
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var wallDirection = GetWallAvoidDirection(desiredX);
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if (wallDirection != 0f)
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{
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wallAvoidDirection = wallDirection;
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wallAvoidUntil = Time.time + wallAvoidDuration;
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nextWallAvoidTime = Time.time + wallAvoidDuration + wallAvoidCooldown;
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}
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}
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if (Time.time < wallAvoidUntil && Mathf.Abs(wallAvoidDirection) > 0.01f)
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@@ -241,6 +279,14 @@ public class TrickController : MonoBehaviour
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{
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continue;
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}
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if (candidate.GetComponent<TrickController>() != null)
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{
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continue;
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}
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if (candidate.GetComponent<PlayerPlatformerController>() != null)
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{
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continue;
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}
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if (!candidate.TryGetComponent<Collider2D>(out var collider) || !collider.enabled)
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{
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@@ -258,6 +304,48 @@ public class TrickController : MonoBehaviour
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return best;
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}
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private Transform FindNearestBasketAbove()
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{
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var baskets = FindObjectsByType<BasketController>(FindObjectsSortMode.None);
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if (baskets == null || baskets.Length == 0)
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{
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return null;
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}
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Transform best = null;
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var bestDistance = float.MaxValue;
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var origin = transform.position;
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for (var i = 0; i < baskets.Length; i++)
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{
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var basket = baskets[i];
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if (basket == null || !basket.gameObject.activeInHierarchy)
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{
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continue;
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}
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var basketPos = basket.transform.position;
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var delta = (Vector2)basketPos - (Vector2)origin;
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if (delta.y < basketMinHeight)
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{
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continue;
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}
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var distance = delta.magnitude;
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if (distance > basketSeekRadius)
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{
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continue;
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}
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if (distance < bestDistance)
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{
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bestDistance = distance;
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best = basket.transform;
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}
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}
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return best;
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}
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private void TryConsumeTreat()
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{
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if (isCarried)
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@@ -293,22 +381,130 @@ public class TrickController : MonoBehaviour
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}
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}
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private void SpawnTrick(Vector3 position)
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private bool SpawnTrick(Vector3 position)
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{
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if (maxTricks > 0 && ActiveTricks.Count >= maxTricks)
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{
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return;
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return false;
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}
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if (trickPrefab != null)
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{
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Instantiate(trickPrefab, position, Quaternion.identity);
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return;
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var instance = Instantiate(trickPrefab, position, Quaternion.identity);
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if (instance != null)
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{
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instance.ResetRuntimeState(canonicalScale);
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}
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return true;
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}
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Instantiate(gameObject, position, Quaternion.identity);
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var clone = Instantiate(gameObject, position, Quaternion.identity);
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if (clone.TryGetComponent<TrickController>(out var spawned))
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{
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spawned.ResetRuntimeState(canonicalScale);
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}
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return true;
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}
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private void ResetRuntimeState(Vector3? forcedScale = null)
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{
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isCarried = false;
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isBasketed = false;
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hasBasketAnchor = false;
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movementLockUntil = 0f;
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wallAvoidUntil = 0f;
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wallAvoidDirection = 0f;
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if (forcedScale.HasValue)
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{
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transform.localScale = forcedScale.Value;
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}
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if (cachedRenderer != null)
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{
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if (!string.IsNullOrWhiteSpace(basketSortingLayer))
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{
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cachedRenderer.sortingLayerName = originalSortingLayer;
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}
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cachedRenderer.sortingOrder = originalSortingOrder;
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}
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body.simulated = true;
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body.bodyType = RigidbodyType2D.Dynamic;
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body.gravityScale = 1f;
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body.linearVelocity = Vector2.zero;
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body.angularVelocity = 0f;
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if (TryGetComponent<Collider2D>(out var collider))
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{
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collider.enabled = true;
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}
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}
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public static bool TrySpawnAt(Vector3 position)
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{
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if (ActiveTricks.Count == 0)
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{
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return false;
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}
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TrickController candidate = null;
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TrickController fallback = null;
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for (var i = 0; i < ActiveTricks.Count; i++)
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{
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var trick = ActiveTricks[i];
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if (trick == null)
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{
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continue;
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}
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if (fallback == null)
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{
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fallback = trick;
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}
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if (!trick.isCarried && !trick.isBasketed)
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{
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if (trick.TryGetComponent<Collider2D>(out var collider) && collider.enabled)
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{
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candidate = trick;
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break;
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}
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}
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}
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if (candidate == null)
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{
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candidate = fallback;
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}
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return candidate != null && candidate.SpawnTrick(position);
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}
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public static bool TrySpawnFromPrefabAt(Vector3 position)
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{
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if (ActiveTricks.Count == 0)
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{
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return false;
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}
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for (var i = 0; i < ActiveTricks.Count; i++)
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{
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var trick = ActiveTricks[i];
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if (trick == null)
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{
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continue;
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}
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if (trick.trickPrefab == null)
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{
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continue;
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}
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return trick.SpawnTrick(position);
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}
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return false;
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}
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private float GetAvoidPlayerDirection()
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{
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if (Time.time >= nextPlayerCacheTime)
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@@ -353,7 +549,7 @@ public class TrickController : MonoBehaviour
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private void TryJump(bool isMoving, float jumpDirection)
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{
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if (!isMoving || Time.time < nextJumpTime)
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if (Time.time < nextJumpTime)
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{
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return;
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}
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@@ -363,20 +559,43 @@ public class TrickController : MonoBehaviour
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return;
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}
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if (body.linearVelocity.y > 0.01f)
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var wantsBasketJump = false;
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var basketDir = 0f;
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if (basketTarget != null)
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{
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return;
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var delta = (Vector2)basketTarget.position - (Vector2)transform.position;
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if (delta.y >= basketMinHeight && Mathf.Abs(delta.x) <= basketJumpHorizontalRange)
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{
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if (Random.value < basketJumpChance)
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{
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wantsBasketJump = true;
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basketDir = Mathf.Sign(delta.x);
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}
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}
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}
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var chance = jumpChancePerSecond * Time.fixedDeltaTime;
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if (Random.value > chance)
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if (!wantsBasketJump)
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{
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if (!isMoving)
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{
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return;
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}
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var chance = jumpChancePerSecond * Time.fixedDeltaTime;
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if (Random.value > chance)
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{
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return;
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}
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}
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if (body.linearVelocity.y > 0.01f)
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{
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return;
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}
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var velocity = body.linearVelocity;
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velocity.y = 0f;
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var jumpDir = Mathf.Sign(jumpDirection);
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var jumpDir = wantsBasketJump ? basketDir : Mathf.Sign(jumpDirection);
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if (jumpDir == 0f)
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{
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jumpDir = Random.value < 0.5f ? -1f : 1f;
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