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@ -8,6 +8,7 @@ public class HitDetectorScript : MonoBehaviour
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[SerializeField] private GameObject _Menu;
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[SerializeField] private GameObject _ForwardSource;
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[SerializeField] private ActionBasedContinuousMoveProvider move;
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[SerializeField] private CharacterController _CharacterController;
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[Range(0f, 1f)]
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[SerializeField] private float _Intensity;
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@ -23,22 +24,10 @@ public class HitDetectorScript : MonoBehaviour
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{
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_IsDead = true;
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Vector3 pos = _ForwardSource.transform.position;
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Vector3 forward = _ForwardSource.transform.forward;
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// Определите расстояние перед объектом
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float distance = 1.0f;
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// Вычислите новую позицию с учетом расстояния
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Vector3 newPos = pos + forward.normalized * distance;
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// Меню смотрит в том же направлении, что и источник, но фиксируется по вертикали
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Quaternion newRot = Quaternion.LookRotation(new Vector3(forward.x, 0, forward.z));
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move.enabled = false;
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_CharacterController.enabled = false;
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// Создание объекта
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Instantiate(_Menu, newPos, newRot);
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UISpawn();
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TriggerHaptic(_LeftController);
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TriggerHaptic (_RightController);
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@ -48,6 +37,24 @@ public class HitDetectorScript : MonoBehaviour
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}
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}
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private void UISpawn()
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{
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Vector3 pos = _ForwardSource.transform.position;
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Vector3 forward = _ForwardSource.transform.forward;
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// Определите расстояние перед объектом
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float distance = 1.0f;
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// Вычислите новую позицию с учетом расстояния
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Vector3 newPos = pos + forward.normalized * distance;
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// Меню смотрит в том же направлении, что и источник, но фиксируется по вертикали
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Quaternion newRot = Quaternion.LookRotation(new Vector3(forward.x, 0, forward.z));
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// Создание объекта
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Instantiate(_Menu, newPos, newRot);
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}
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public void TriggerHaptic(XRBaseController controller)
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{
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if (_Intensity > 0)
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@ -1,17 +1,73 @@
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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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using UnityEngine;
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using UnityEngine.InputSystem;
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public class PlayerJumpScript : MonoBehaviour
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{
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[SerializeField] private InputActionProperty _JumpButton;
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[SerializeField] private float _JumpHeight = 0f;
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[SerializeField] private float _JumpHeight = 0f; // Высота прыжка
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[SerializeField] private CharacterController _CharacterController;
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[SerializeField] private LayerMask _GroundLayers;
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[SerializeField] private float rad = 0;
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//private bool IsGrounded()
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//{
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// //return Physics.CheckSphere(transform)
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//}
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private float _verticalVelocity = 0f; // Вертикальная скорость
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private float _gravity = Physics.gravity.y; // Гравитация
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private bool _isGrounded;
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private void Update()
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{
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_isGrounded = IsGrounded();
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//if (_JumpButton.action.WasPressedThisFrame())
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//{
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// if (_isGrounded)
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// {
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// Debug.Log("Will Jump from gruond");
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// }
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// else
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// {
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// Debug.Log("Not Jump");
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// }
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//}
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||||
// Если персонаж на земле, обнуляем вертикальную скорость и проверяем прыжок
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if (_isGrounded)
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{
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||||
_verticalVelocity = -1f; // Небольшое значение, чтобы персонаж не зависал в воздухе
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||||
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||||
// Если кнопка прыжка нажата
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||||
if (_JumpButton.action.WasPressedThisFrame())
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||||
{
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||||
Jump();
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||||
}
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||||
}
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||||
else
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||||
{
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||||
// Применяем гравитацию, если персонаж не на земле
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||||
_verticalVelocity += _gravity * Time.deltaTime;
|
||||
}
|
||||
|
||||
// Перемещение персонажа с учетом вертикальной скорости
|
||||
Vector3 movement = new Vector3(0, _verticalVelocity, 0);
|
||||
if (_CharacterController.enabled == true)
|
||||
{
|
||||
_CharacterController.Move(movement * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsGrounded()
|
||||
{
|
||||
return Physics.CheckSphere(transform.position, rad, _GroundLayers); // Радиус может быть отрегулирован
|
||||
}
|
||||
|
||||
private void Jump()
|
||||
{
|
||||
if (_isGrounded)
|
||||
{
|
||||
// Применяем силу прыжка
|
||||
_verticalVelocity = Mathf.Sqrt(_JumpHeight * -2f * _gravity); // Формула для прыжка с заданной высотой
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -162,6 +162,7 @@ PlayerSettings:
|
||||
androidSupportedAspectRatio: 1
|
||||
androidMaxAspectRatio: 2.1
|
||||
applicationIdentifier:
|
||||
Android: com.DefaultCompany.Crossy_Road
|
||||
Standalone: com.DefaultCompany.Crossy-Road
|
||||
buildNumber:
|
||||
Standalone: 0
|
||||
|
@ -20,7 +20,7 @@ TagManager:
|
||||
-
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
- Ground
|
||||
-
|
||||
-
|
||||
-
|
||||
|
Loading…
x
Reference in New Issue
Block a user