2023-07-24 16:38:13 +03:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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2023-10-19 11:04:15 +03:00
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using UnityEngine.Events;
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2023-07-24 16:38:13 +03:00
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public class ShipMoveSides : MonoBehaviour
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{
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2023-10-02 19:12:35 +03:00
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public float MaxRollSpeed = 80;
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public float MaxRollAngle = 45;
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2023-07-24 16:38:13 +03:00
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[SerializeField]
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private float _radius;
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[SerializeField]
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[Range(-1,1)]
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private float _value;
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2023-10-02 19:12:35 +03:00
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2023-07-28 11:48:57 +03:00
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[SerializeField]
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private bool _isEnable = true;
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public bool IsBot = true;
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private ShipPathFollower _pathFollower;
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private PlayerInputHandler _playerInput;
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private void Awake()
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{
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_pathFollower = GetComponent<ShipPathFollower>();
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}
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2023-10-18 11:59:26 +03:00
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private void Start()
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{
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_playerInput = GetComponent<PlayerInputHandler>();
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}
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2023-07-24 16:38:13 +03:00
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public float Radius => _radius;
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private void Update()
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{
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if (!_isEnable)
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{
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2023-07-28 11:48:57 +03:00
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ResetInput();
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2023-09-11 15:44:17 +03:00
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return;
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}
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2023-07-28 11:48:57 +03:00
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2023-07-24 16:38:13 +03:00
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ApplyMovement();
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}
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public void ToggleInput(bool value)
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{
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_isEnable = value;
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}
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private void ResetInput()
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{
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_value = Mathf.Lerp(_value, 0, Time.deltaTime * 0.5f);
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var newPos = transform.localPosition;
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newPos.x = 0;
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2023-10-02 19:12:35 +03:00
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transform.localPosition = Vector3.Lerp(transform.localPosition, newPos, Time.deltaTime * MaxRollSpeed * _pathFollower.SpeedPercent);
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transform.localRotation = Quaternion.Euler(new Vector3(0, 0, _value * -MaxRollAngle * _pathFollower.SpeedPercent));
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}
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public void ChangeRollSpeed(float val)
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{
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MaxRollSpeed = val;
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}
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public void ChangeRollAngle(float val)
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{
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MaxRollAngle = val;
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}
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2023-10-19 15:21:30 +03:00
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float newValue = 0;
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2023-07-24 16:38:13 +03:00
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public void UpdateInput(float val)
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{
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if (!_isEnable)
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return;
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newValue = -val;
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}
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public UnityEvent OnEdgeRiched;
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private void ApplyMovement()
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{
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if (_playerInput != null)
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_value = -_playerInput.Horizontal;
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else
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_value = Mathf.Lerp(_value, newValue, Time.deltaTime * 0.5f);
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var newPos = transform.localPosition + _value * Vector3.right;
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newPos.x = Mathf.Clamp(newPos.x, -_radius, _radius);
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if (Mathf.Abs(newPos.x) == _radius)
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{
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OnEdgeRiched?.Invoke();
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Debug.Log("Edge rich");
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}
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2023-10-02 19:12:35 +03:00
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transform.localPosition = Vector3.Lerp(transform.localPosition, newPos, Time.deltaTime * MaxRollSpeed * _pathFollower.SpeedPercent);
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transform.localRotation = Quaternion.Euler(new Vector3(0, 0, _value * -MaxRollAngle * _pathFollower.SpeedPercent));
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}
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}
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