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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using DG.Tweening.Plugins.Core.PathCore;
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public class PlayerPathRunner : MonoBehaviour
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{
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[Header("Speed Settings")]
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public float baseSpeed = 2f;
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public float maxSpeed = 10f;
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public float acceleration = 5f;
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public float constantSpeed = 5f; // Speed to use when not in tap mode
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[Header("Tap Speed Mode")]
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public bool useTapToMove = true;
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public float tapWindowSeconds = 0.5f;
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[Header("Jump Settings")]
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public float jumpPower = 2f;
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public float jumpDuration = 0.5f;
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public float jumpDistance = 3f; // Distance in world units
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[Header("Path Setup")]
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public DOTweenPath pathSource;
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[Header("Hurdle Setup")]
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public List<Transform> hurdles; // Assign all hurdles here
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private List<float> tapTimestamps = new();
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private float currentSpeed = 0f;
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private float pathPosition = 0f;
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private Vector3[] drawPoints;
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private Path bakedPath;
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private bool isJumping = false;
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private System.Action onJumpComplete;
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private void Awake()
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{
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Application.targetFrameRate = 120;
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}
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void Start()
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{
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if (pathSource == null)
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{
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Debug.LogError("Path Source not assigned!");
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return;
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}
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// Bake DOTween path (we pause immediately)
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transform.DOPath(pathSource.wps.ToArray(), 1f, pathSource.pathType, pathSource.pathMode)
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.SetOptions(pathSource.isClosedPath)
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.SetEase(Ease.Linear)
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.SetLookAt(0)
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.Pause();
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drawPoints = pathSource.GetDrawPoints();
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if (drawPoints == null || drawPoints.Length < 2)
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{
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Debug.LogError("Draw points not generated properly.");
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}
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// Initialize speed based on mode
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if (!useTapToMove)
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{
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currentSpeed = constantSpeed;
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}
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}
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void Update()
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{
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// Don't process normal movement if jumping
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if (isJumping) return;
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if (useTapToMove)
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{
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HandleInput();
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UpdateSpeed();
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}
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else
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{
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// In constant mode, set speed directly without acceleration
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currentSpeed = constantSpeed;
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}
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MoveOnPath();
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}
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void HandleInput()
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{
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if (Input.GetMouseButtonDown(0) || Input.touchCount > 0)
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{
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tapTimestamps.Add(Time.time);
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}
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}
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void UpdateSpeed()
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{
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float cutoff = Time.time - tapWindowSeconds;
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tapTimestamps.RemoveAll(t => t < cutoff);
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float tps = tapTimestamps.Count / tapWindowSeconds;
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float targetSpeed = Mathf.Clamp(baseSpeed + tps, baseSpeed, maxSpeed);
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currentSpeed = Mathf.MoveTowards(currentSpeed, targetSpeed, acceleration * Time.deltaTime);
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}
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void MoveOnPath()
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{
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if (drawPoints == null || drawPoints.Length < 2) return;
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float speed = currentSpeed / 50f;
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pathPosition += speed * Time.deltaTime;
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pathPosition %= 1f;
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UpdatePositionOnPath(pathPosition);
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}
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void UpdatePositionOnPath(float normalizedPosition)
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{
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float floatIndex = normalizedPosition * (drawPoints.Length - 1);
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int iA = Mathf.FloorToInt(floatIndex);
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int iB = Mathf.Min(iA + 1, drawPoints.Length - 1);
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float t = floatIndex - iA;
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Vector3 pos = Vector3.Lerp(drawPoints[iA], drawPoints[iB], t);
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transform.position = pos;
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}
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public void TriggerJump(System.Action onComplete = null)
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{
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if (isJumping) return;
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Debug.Log("🦘 Jump triggered in PlayerPathRunner!");
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isJumping = true;
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onJumpComplete = onComplete;
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// Calculate how much to advance on the path based on world distance
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float pathLength = CalculateTotalPathLength();
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float jumpPercentage = jumpDistance / pathLength;
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// Calculate end position on path
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float targetPathPosition = pathPosition + jumpPercentage;
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targetPathPosition %= 1f; // Wrap around if needed
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// Get world positions for start and end
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Vector3 startPos = transform.position;
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Vector3 endPos = GetWorldPositionAtPathPosition(targetPathPosition);
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// Do the jump
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transform.DOJump(endPos, jumpPower, 1, jumpDuration)
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.SetEase(Ease.OutQuad)
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.OnComplete(() => {
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// Update our path position to match where we jumped to
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pathPosition = targetPathPosition;
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isJumping = false;
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Debug.Log("Jump completed!");
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onJumpComplete?.Invoke();
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onJumpComplete = null;
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});
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}
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float CalculateTotalPathLength()
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{
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float totalLength = 0f;
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for (int i = 0; i < drawPoints.Length - 1; i++)
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{
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totalLength += Vector3.Distance(drawPoints[i], drawPoints[i + 1]);
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}
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return totalLength;
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}
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Vector3 GetWorldPositionAtPathPosition(float normalizedPos)
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{
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float floatIndex = normalizedPos * (drawPoints.Length - 1);
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int iA = Mathf.FloorToInt(floatIndex);
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int iB = Mathf.Min(iA + 1, drawPoints.Length - 1);
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float t = floatIndex - iA;
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return Vector3.Lerp(drawPoints[iA], drawPoints[iB], t);
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}
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public float GetCurrentSpeed()
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{
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return currentSpeed;
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}
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public bool IsJumping()
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{
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return isJumping;
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}
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}
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