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317096027e
...
ba1571c9ac
@ -46,7 +46,6 @@
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|||||||
<Analyzer Include="D:\UNITY\6000.2.11f1\Editor\Data\Tools\Unity.SourceGenerators\Unity.UIToolkit.SourceGenerator.dll" />
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<Analyzer Include="D:\UNITY\6000.2.11f1\Editor\Data\Tools\Unity.SourceGenerators\Unity.UIToolkit.SourceGenerator.dll" />
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</ItemGroup>
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<Compile Include="Assets\Scripts\RollingHazard.cs" />
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||||||
<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\TMP_TextEventHandler.cs" />
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<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\TMP_TextEventHandler.cs" />
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||||||
<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\EnvMapAnimator.cs" />
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<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\EnvMapAnimator.cs" />
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||||||
<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\TMP_TextSelector_A.cs" />
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<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\TMP_TextSelector_A.cs" />
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||||||
@ -91,7 +90,6 @@
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|||||||
<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\TextMeshProFloatingText.cs" />
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<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\TextMeshProFloatingText.cs" />
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||||||
<Compile Include="Assets\Scripts\MovingPlatform.cs" />
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<Compile Include="Assets\Scripts\MovingPlatform.cs" />
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||||||
<Compile Include="Assets\Scripts\TrailController.cs" />
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<Compile Include="Assets\Scripts\TrailController.cs" />
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<Compile Include="Assets\Scripts\TriggerPlatform.cs" />
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|
||||||
<None Include="Library\PackageCache\com.unity.ai.navigation@5218e4bf7edc\ValidationExceptions.json" />
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<None Include="Library\PackageCache\com.unity.ai.navigation@5218e4bf7edc\ValidationExceptions.json" />
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<None Include="D:\UNITY\6000.2.11f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.subsystems\package.json" />
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<None Include="D:\UNITY\6000.2.11f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.subsystems\package.json" />
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<None Include="Library\PackageCache\com.unity.render-pipelines.universal@35ca8d108413\package.json" />
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<None Include="Library\PackageCache\com.unity.render-pipelines.universal@35ca8d108413\package.json" />
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File diff suppressed because it is too large
Load Diff
@ -4,20 +4,16 @@ public class BallController : MonoBehaviour
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|||||||
{
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{
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[Header("Настройки Движения")]
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[Header("Настройки Движения")]
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[SerializeField] private float maxSpeed = 15f; // Максимальная скорость на земле
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[SerializeField] private float maxSpeed = 15f; // Максимальная скорость на земле
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||||||
[SerializeField] private float defaultAcceleration = 200f; // Как быстро шарик разгоняется
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[SerializeField] private float accelerationRate = 200f; // Как быстро шарик разгоняется
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[SerializeField] private float defaultDeceleration = 10f; // трение
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||||||
[SerializeField] private float airControlSpeed = 5f; // Скорость управления в прыжке
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[SerializeField] private float airControlSpeed = 5f; // Скорость управления в прыжке
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||||||
[SerializeField] private float jumpForce = 7f; // Сила прыжка
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[SerializeField] private float jumpForce = 7f; // Сила прыжка
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||||||
[SerializeField] private float trampolineBounceForce = 1.5f; // Множитель для отскока от батута
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[SerializeField] private float trampolineBounceForce = 1.5f; // Множитель для отскока от батута
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||||||
[SerializeField] private GameObject gameOverPanel;
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[SerializeField] private GameObject gameOverPanel;
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||||||
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||||||
[Header("Настройки Льда")]
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||||||
[SerializeField] private float iceAcceleration = 50f;
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[SerializeField] private float iceDeceleration = 0.5f;
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||||||
[Header("Настройки Контроля")]
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[Header("Настройки Контроля")]
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||||||
[Tooltip("Сила торможения/трения. Применяется, когда нет ввода.")]
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[Tooltip("Сила торможения/трения. Применяется, когда нет ввода.")]
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[SerializeField] private float decelerationRate = 5f; // Сила, замедляющая шарик (трение)
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[SerializeField] private float decelerationRate = 5f; // Сила, замедляющая шарик (трение)
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[SerializeField] private float groundCheckDistance = 0.1f; // Дистанция для проверки земли
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[SerializeField] private float groundCheckDistance = 0.1f; // Дистанция для проверки земли
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||||||
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private Rigidbody rb;
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private Rigidbody rb;
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@ -25,10 +21,6 @@ public class BallController : MonoBehaviour
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private float sphereRadius;
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private float sphereRadius;
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private bool isDead = false;
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private bool isDead = false;
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// Внутренние переменные для хранения текущих параметров
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private float currentAcceleration;
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private float currentDeceleration;
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// Переменные для считывания ввода
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// Переменные для считывания ввода
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private float moveX;
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private float moveX;
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private float moveZ;
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private float moveZ;
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@ -64,23 +56,11 @@ public class BallController : MonoBehaviour
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{
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{
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isGrounded = false;
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isGrounded = false;
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Vector3 origin = transform.position;
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Vector3 origin = transform.position;
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if (Physics.Raycast(origin, -Vector3.up, out RaycastHit hit, sphereRadius + groundCheckDistance))
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if (Physics.Raycast(origin, -Vector3.up, out RaycastHit hit, sphereRadius + groundCheckDistance))
|
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{
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{
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if (hit.normal.y > 0.7f)
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if (hit.normal.y > 0.7f)
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{
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{
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isGrounded = true;
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isGrounded = true;
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if (hit.collider.CompareTag("Ice"))
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||||||
{
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currentAcceleration = iceAcceleration;
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currentDeceleration = iceDeceleration;
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||||||
}
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else
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||||||
{
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currentAcceleration = defaultAcceleration;
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currentDeceleration = defaultDeceleration;
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||||||
}
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||||||
}
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}
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||||||
}
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}
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||||||
}
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}
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||||||
@ -116,38 +96,41 @@ public class BallController : MonoBehaviour
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|||||||
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||||||
private void ApplyAcceleration()
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private void ApplyAcceleration()
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||||||
{
|
{
|
||||||
Vector3 currentVel = rb.linearVelocity;
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Vector3 currentVel = rb.linearVelocity;
|
||||||
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|
||||||
// Используем currentAcceleration
|
// 1. Ускорение по X (A/D)
|
||||||
if (Mathf.Abs(moveX) > 0.01f)
|
if (Mathf.Abs(moveX) > 0.01f)
|
||||||
{
|
{
|
||||||
if (Mathf.Abs(currentVel.x) < maxSpeed)
|
if (Mathf.Abs(currentVel.x) < maxSpeed)
|
||||||
{
|
{
|
||||||
rb.AddForce(new Vector3(moveX, 0, 0) * currentAcceleration, ForceMode.Acceleration);
|
rb.AddForce(new Vector3(moveX, 0, 0) * accelerationRate, ForceMode.Acceleration);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 2. Ускорение по Z (W/S)
|
||||||
if (Mathf.Abs(moveZ) > 0.01f)
|
if (Mathf.Abs(moveZ) > 0.01f)
|
||||||
{
|
{
|
||||||
if (Mathf.Abs(currentVel.z) < maxSpeed)
|
if (Mathf.Abs(currentVel.z) < maxSpeed)
|
||||||
{
|
{
|
||||||
rb.AddForce(new Vector3(0, 0, moveZ) * currentAcceleration, ForceMode.Acceleration);
|
rb.AddForce(new Vector3(0, 0, moveZ) * accelerationRate, ForceMode.Acceleration);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ApplyDeceleration()
|
private void ApplyDeceleration()
|
||||||
{
|
{
|
||||||
// Используем currentDeceleration
|
|
||||||
Vector3 horizontalVel = new Vector3(rb.linearVelocity.x, 0, rb.linearVelocity.z);
|
Vector3 horizontalVel = new Vector3(rb.linearVelocity.x, 0, rb.linearVelocity.z);
|
||||||
|
|
||||||
|
// Применяем силу, противоположную скорости (имитация трения)
|
||||||
if (horizontalVel.sqrMagnitude > 0.01f)
|
if (horizontalVel.sqrMagnitude > 0.01f)
|
||||||
{
|
{
|
||||||
Vector3 frictionForce = -horizontalVel.normalized * currentDeceleration;
|
// Направление силы, противоположное скорости
|
||||||
|
Vector3 frictionForce = -horizontalVel.normalized * decelerationRate;
|
||||||
rb.AddForce(frictionForce, ForceMode.Acceleration);
|
rb.AddForce(frictionForce, ForceMode.Acceleration);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
// Если скорость очень низка, останавливаем горизонтальное движение, чтобы избежать "дрейфа"
|
||||||
rb.linearVelocity = new Vector3(0, rb.linearVelocity.y, 0);
|
rb.linearVelocity = new Vector3(0, rb.linearVelocity.y, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -198,18 +181,21 @@ public class BallController : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (isDead) return;
|
if (isDead) return;
|
||||||
isDead = true;
|
isDead = true;
|
||||||
|
|
||||||
|
// 1. Останавливаем шарик
|
||||||
if (rb != null)
|
if (rb != null)
|
||||||
{
|
{
|
||||||
rb.linearVelocity = Vector3.zero;
|
rb.linearVelocity = Vector3.zero; // Используем linearVelocity как в вашем коде
|
||||||
rb.isKinematic = true;
|
rb.isKinematic = true; // Отключаем физику
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 2. Показываем меню
|
||||||
if (gameOverPanel != null)
|
if (gameOverPanel != null)
|
||||||
{
|
{
|
||||||
gameOverPanel.SetActive(true);
|
gameOverPanel.SetActive(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 3. Останавливаем время (опционально, но рекомендуется для меню)
|
||||||
Time.timeScale = 0f;
|
Time.timeScale = 0f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,58 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class RollingHazard : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Настройки Преследования")]
|
|
||||||
[SerializeField] private float pursuitForce = 50f; // Сила, с которой шар катится за игроком
|
|
||||||
[SerializeField] private float maxSpeed = 10f; // Ограничение максимальной скорости
|
|
||||||
[SerializeField] private float destroyYLevel = -5f; // Координата Y, при которой шар удаляется
|
|
||||||
|
|
||||||
private Transform playerTarget;
|
|
||||||
private Rigidbody rb;
|
|
||||||
private bool isPursuing = false;
|
|
||||||
|
|
||||||
void Awake()
|
|
||||||
{
|
|
||||||
rb = GetComponent<Rigidbody>();
|
|
||||||
|
|
||||||
if (GetComponent<Collider>() != null)
|
|
||||||
{
|
|
||||||
GetComponent<Collider>().isTrigger = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void StartPursuit(Transform target)
|
|
||||||
{
|
|
||||||
playerTarget = target;
|
|
||||||
isPursuing = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void FixedUpdate()
|
|
||||||
{
|
|
||||||
// 1. Логика преследования
|
|
||||||
if (isPursuing && playerTarget != null)
|
|
||||||
{
|
|
||||||
// Направление к игроку
|
|
||||||
Vector3 directionToPlayer = (playerTarget.position - transform.position).normalized;
|
|
||||||
directionToPlayer.y = 0; // Только горизонтальное движение
|
|
||||||
|
|
||||||
// Добавляем силу, чтобы шар катился
|
|
||||||
rb.AddForce(directionToPlayer * pursuitForce, ForceMode.Acceleration);
|
|
||||||
|
|
||||||
// Ограничиваем горизонтальную скорость
|
|
||||||
Vector3 flatVel = new Vector3(rb.linearVelocity.x, 0, rb.linearVelocity.z);
|
|
||||||
if (flatVel.magnitude > maxSpeed)
|
|
||||||
{
|
|
||||||
Vector3 limitedVel = flatVel.normalized * maxSpeed;
|
|
||||||
rb.linearVelocity = new Vector3(limitedVel.x, rb.linearVelocity.y, limitedVel.z);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 2. Логика удаления при падении
|
|
||||||
if (transform.position.y < destroyYLevel)
|
|
||||||
{
|
|
||||||
Destroy(gameObject);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8f74548a429b405384cf83ecdb3be192
|
|
||||||
timeCreated: 1763073055
|
|
||||||
@ -1,63 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
|
|
||||||
public class TriggerPlatform : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Настройки Шаров")]
|
|
||||||
public List<GameObject> hazardBalls;
|
|
||||||
[SerializeField] private float initialPushForce = 5f; // Начальный толчок для старта движения
|
|
||||||
[SerializeField] private float triggerDelay = 0.5f; // Задержка перед началом движения
|
|
||||||
|
|
||||||
private bool hasBeenTriggered = false;
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
// При старте убеждаемся, что все шары статичны
|
|
||||||
foreach (GameObject ball in hazardBalls)
|
|
||||||
{
|
|
||||||
Rigidbody rb = ball.GetComponent<Rigidbody>();
|
|
||||||
if (rb != null)
|
|
||||||
{
|
|
||||||
rb.isKinematic = true;
|
|
||||||
}
|
|
||||||
if (ball.GetComponent<RollingHazard>() == null)
|
|
||||||
{
|
|
||||||
ball.AddComponent<RollingHazard>();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnCollisionEnter(Collision collision)
|
|
||||||
{
|
|
||||||
if (collision.gameObject.GetComponent<BallController>() != null && !hasBeenTriggered)
|
|
||||||
{
|
|
||||||
hasBeenTriggered = true;
|
|
||||||
Invoke("ActivateHazards", triggerDelay);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ActivateHazards()
|
|
||||||
{
|
|
||||||
foreach (GameObject ball in hazardBalls)
|
|
||||||
{
|
|
||||||
Rigidbody rb = ball.GetComponent<Rigidbody>();
|
|
||||||
if (rb != null)
|
|
||||||
{
|
|
||||||
// 1. включаем физику
|
|
||||||
rb.isKinematic = false;
|
|
||||||
|
|
||||||
// 2. Определяем направление к игроку
|
|
||||||
Vector3 direction = (transform.position - ball.transform.position).normalized;
|
|
||||||
|
|
||||||
Vector3 pushDirection = (ball.transform.position - transform.position);
|
|
||||||
pushDirection.y = 0;
|
|
||||||
pushDirection = pushDirection.normalized;
|
|
||||||
|
|
||||||
rb.AddForce(transform.forward * initialPushForce, ForceMode.Impulse);
|
|
||||||
|
|
||||||
// Активируем скрипт RollingHazard для постоянного преследования игрока
|
|
||||||
ball.GetComponent<RollingHazard>().StartPursuit(FindObjectOfType<BallController>().transform);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: fad1eb58e8fbda44aa43402d9602939a
|
|
||||||
@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: c3c4f86eca16280408fdc7a414b0d7fc
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
File diff suppressed because it is too large
Load Diff
@ -1,7 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 6c0705fef53b4094a9941774f607f851
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
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Unity3_lab/Library/Artifacts/01/0123e72e65f79107ed1cc8f9d918e631
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Unity3_lab/Library/Artifacts/15/152d712481ca4c5e911c494915e78e39
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Unity3_lab/Library/Artifacts/17/17f8b7719458957245036dce3e6d7754
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Unity3_lab/Library/Artifacts/19/197ea07d4abdf4d2b246d705ca2ac660
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Unity3_lab/Library/Artifacts/1b/1b7acafca8af049d095591302ad1420a
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Unity3_lab/Library/Artifacts/1b/1b9ee8185957818b7796807e9f2bd4ec
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Unity3_lab/Library/Artifacts/1f/1fa58e626deb907adb8c534b59aed8f7
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Unity3_lab/Library/Artifacts/22/221525b0b84a2b03db9789e289cce47c
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Unity3_lab/Library/Artifacts/22/221cddd4312ffb6bdeb80e26bfbadb6d
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Unity3_lab/Library/Artifacts/25/2587f9b107c51b05efe1659e2feda636
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Unity3_lab/Library/Artifacts/27/27453aec1116f9334ec3c27647851e62
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Unity3_lab/Library/Artifacts/28/286bb0e13882535eead7945d4b8d33d6
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Unity3_lab/Library/Artifacts/28/2883133522b108377fd59264038f9b26
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Unity3_lab/Library/Artifacts/29/2925a78f17d562cf1f2678eaa988e04e
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Unity3_lab/Library/Artifacts/29/29d182fb77fab29abf57eaf51cc5081f
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Unity3_lab/Library/Artifacts/2a/2a957bf239e7e5179bd53732f097e1dc
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Unity3_lab/Library/Artifacts/2a/2adeefb3b35b3479d93ba1cb2dcf3607
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Unity3_lab/Library/Artifacts/46/46636849c9303a2a66ac8174bba5f03d
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BIN
Unity3_lab/Library/Artifacts/46/46636849c9303a2a66ac8174bba5f03d
Normal file
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Unity3_lab/Library/Artifacts/46/4688015ea620c3842110ce642e83b76d
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Unity3_lab/Library/Artifacts/46/4688015ea620c3842110ce642e83b76d
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BIN
Unity3_lab/Library/Artifacts/47/47d42008d3897644d8894251f607f560
Normal file
BIN
Unity3_lab/Library/Artifacts/47/47d42008d3897644d8894251f607f560
Normal file
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BIN
Unity3_lab/Library/Artifacts/47/47f676d6fe77cd2f31feb6e7857eb06c
Normal file
BIN
Unity3_lab/Library/Artifacts/47/47f676d6fe77cd2f31feb6e7857eb06c
Normal file
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Unity3_lab/Library/Artifacts/4b/4b313e3681963aaff690b28cf5c5582d
Normal file
BIN
Unity3_lab/Library/Artifacts/4b/4b313e3681963aaff690b28cf5c5582d
Normal file
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BIN
Unity3_lab/Library/Artifacts/4c/4c297374c07e4db1ec247e0a1b7f0901
Normal file
BIN
Unity3_lab/Library/Artifacts/4c/4c297374c07e4db1ec247e0a1b7f0901
Normal file
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BIN
Unity3_lab/Library/Artifacts/4c/4ce357b3fcb73906d7da4a1e1a615f17
Normal file
BIN
Unity3_lab/Library/Artifacts/4c/4ce357b3fcb73906d7da4a1e1a615f17
Normal file
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BIN
Unity3_lab/Library/Artifacts/4c/4cebb3acb4fbfa6e8399ad71ecfe5056
Normal file
BIN
Unity3_lab/Library/Artifacts/4c/4cebb3acb4fbfa6e8399ad71ecfe5056
Normal file
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BIN
Unity3_lab/Library/Artifacts/4d/4d8b44528f661cc52f9f0d0feba6624e
Normal file
BIN
Unity3_lab/Library/Artifacts/4d/4d8b44528f661cc52f9f0d0feba6624e
Normal file
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BIN
Unity3_lab/Library/Artifacts/4e/4e4bd515386c950fe913b0086123fa1a
Normal file
BIN
Unity3_lab/Library/Artifacts/4e/4e4bd515386c950fe913b0086123fa1a
Normal file
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BIN
Unity3_lab/Library/Artifacts/4f/4f45b6642d59baaa1c44656f3573718f
Normal file
BIN
Unity3_lab/Library/Artifacts/4f/4f45b6642d59baaa1c44656f3573718f
Normal file
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BIN
Unity3_lab/Library/Artifacts/51/51c920ab003ffb28c45e25672bffdbbf
Normal file
BIN
Unity3_lab/Library/Artifacts/51/51c920ab003ffb28c45e25672bffdbbf
Normal file
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BIN
Unity3_lab/Library/Artifacts/55/55b5ca2633a227dec175219012927da1
Normal file
BIN
Unity3_lab/Library/Artifacts/55/55b5ca2633a227dec175219012927da1
Normal file
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BIN
Unity3_lab/Library/Artifacts/56/56350055971d0906c6fb6a145999c802
Normal file
BIN
Unity3_lab/Library/Artifacts/56/56350055971d0906c6fb6a145999c802
Normal file
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BIN
Unity3_lab/Library/Artifacts/57/57a1f0e712c60a89c675e48cdd89aecb
Normal file
BIN
Unity3_lab/Library/Artifacts/57/57a1f0e712c60a89c675e48cdd89aecb
Normal file
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BIN
Unity3_lab/Library/Artifacts/58/58301a1184400bcc2b202ce3987b09cd
Normal file
BIN
Unity3_lab/Library/Artifacts/58/58301a1184400bcc2b202ce3987b09cd
Normal file
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Unity3_lab/Library/Artifacts/58/588ec4d562bf59886e62c02a4b1fdd30
Normal file
BIN
Unity3_lab/Library/Artifacts/58/588ec4d562bf59886e62c02a4b1fdd30
Normal file
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BIN
Unity3_lab/Library/Artifacts/59/59130685dd5ee208bd58c44f5017380c
Normal file
BIN
Unity3_lab/Library/Artifacts/59/59130685dd5ee208bd58c44f5017380c
Normal file
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BIN
Unity3_lab/Library/Artifacts/5b/5b004aea500d1c998b31d154f865a044
Normal file
BIN
Unity3_lab/Library/Artifacts/5b/5b004aea500d1c998b31d154f865a044
Normal file
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BIN
Unity3_lab/Library/Artifacts/5b/5bd76357f220c1db48076758c2281252
Normal file
BIN
Unity3_lab/Library/Artifacts/5b/5bd76357f220c1db48076758c2281252
Normal file
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BIN
Unity3_lab/Library/Artifacts/5c/5c9a6400cea67db256fc40b458375786
Normal file
BIN
Unity3_lab/Library/Artifacts/5c/5c9a6400cea67db256fc40b458375786
Normal file
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BIN
Unity3_lab/Library/Artifacts/60/602a548e817e4979960d42ad489fd71c
Normal file
BIN
Unity3_lab/Library/Artifacts/60/602a548e817e4979960d42ad489fd71c
Normal file
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BIN
Unity3_lab/Library/Artifacts/60/604cef77eb039aca7d9eff8f0f350c65
Normal file
BIN
Unity3_lab/Library/Artifacts/60/604cef77eb039aca7d9eff8f0f350c65
Normal file
Binary file not shown.
BIN
Unity3_lab/Library/Artifacts/61/614e6254abc26544c407c76e0afadbee
Normal file
BIN
Unity3_lab/Library/Artifacts/61/614e6254abc26544c407c76e0afadbee
Normal file
Binary file not shown.
BIN
Unity3_lab/Library/Artifacts/61/6188c1bb4cdc02c5a20da5b4f219308e
Normal file
BIN
Unity3_lab/Library/Artifacts/61/6188c1bb4cdc02c5a20da5b4f219308e
Normal file
Binary file not shown.
BIN
Unity3_lab/Library/Artifacts/61/618c13c4364f38285ddb750ee79a0ec9
Normal file
BIN
Unity3_lab/Library/Artifacts/61/618c13c4364f38285ddb750ee79a0ec9
Normal file
Binary file not shown.
BIN
Unity3_lab/Library/Artifacts/63/63488d895fd31128db37aa9ce54ec259
Normal file
BIN
Unity3_lab/Library/Artifacts/63/63488d895fd31128db37aa9ce54ec259
Normal file
Binary file not shown.
BIN
Unity3_lab/Library/Artifacts/67/67fa545b181c2f298d09e9b3e1b00992
Normal file
BIN
Unity3_lab/Library/Artifacts/67/67fa545b181c2f298d09e9b3e1b00992
Normal file
Binary file not shown.
BIN
Unity3_lab/Library/Artifacts/6d/6dcfd9226fc0ec8f324f8124dde35f73
Normal file
BIN
Unity3_lab/Library/Artifacts/6d/6dcfd9226fc0ec8f324f8124dde35f73
Normal file
Binary file not shown.
BIN
Unity3_lab/Library/Artifacts/6e/6ef7cc198bacc4e9eb475d40b07f4012
Normal file
BIN
Unity3_lab/Library/Artifacts/6e/6ef7cc198bacc4e9eb475d40b07f4012
Normal file
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