Everything final

dev-hazim
Hazim 1 month ago
parent 9570aa23d3
commit cc4f3643f5

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propertyPath: m_LocalEulerAnglesHint.z propertyPath: m_LocalEulerAnglesHint.z
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@ -2893,7 +2895,7 @@ MonoBehaviour:
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m_Priority: 10 m_Priority: 10
m_StandbyUpdate: 2 m_StandbyUpdate: 2
m_LookAt: {fileID: 0} m_LookAt: {fileID: 460914827}
m_Follow: {fileID: 460914827} m_Follow: {fileID: 460914827}
m_Lens: m_Lens:
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@ -2922,8 +2924,8 @@ Transform:
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m_LocalPosition: {x: -53.17, y: 17.66, z: 101.29} m_LocalPosition: {x: -53.17, y: 17.66, z: 113.86}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
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@ -24,6 +24,8 @@ public class PlayerPathRunner : MonoBehaviour
[Header("Path Setup")] [Header("Path Setup")]
public DOTweenPath pathSource; public DOTweenPath pathSource;
public bool faceMovementDirection = true;
public float rotationSpeed = 10f;
[Header("Hurdle Setup")] [Header("Hurdle Setup")]
public List<Transform> hurdles; // Assign all hurdles here public List<Transform> hurdles; // Assign all hurdles here
@ -127,6 +129,19 @@ public class PlayerPathRunner : MonoBehaviour
Vector3 pos = Vector3.Lerp(drawPoints[iA], drawPoints[iB], t); Vector3 pos = Vector3.Lerp(drawPoints[iA], drawPoints[iB], t);
transform.position = pos; transform.position = pos;
// Handle rotation to face movement direction
if (faceMovementDirection && iB < drawPoints.Length)
{
Vector3 direction = drawPoints[iB] - drawPoints[iA];
direction.y = 0; // Keep rotation only on Y axis (no tilting)
if (direction != Vector3.zero)
{
Quaternion targetRotation = Quaternion.LookRotation(direction);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
}
}
} }
public void TriggerJump(System.Action onComplete = null) public void TriggerJump(System.Action onComplete = null)
@ -152,6 +167,18 @@ public class PlayerPathRunner : MonoBehaviour
// Do the jump // Do the jump
transform.DOJump(endPos, jumpPower, 1, jumpDuration) transform.DOJump(endPos, jumpPower, 1, jumpDuration)
.SetEase(Ease.OutQuad) .SetEase(Ease.OutQuad)
.OnUpdate(() => {
// Update rotation during jump to face the landing direction
if (faceMovementDirection)
{
Vector3 jumpDirection = GetDirectionAtPathPosition(targetPathPosition);
if (jumpDirection != Vector3.zero)
{
Quaternion targetRot = Quaternion.LookRotation(jumpDirection);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, rotationSpeed * Time.deltaTime);
}
}
})
.OnComplete(() => { .OnComplete(() => {
// Update our path position to match where we jumped to // Update our path position to match where we jumped to
pathPosition = targetPathPosition; pathPosition = targetPathPosition;
@ -183,6 +210,17 @@ public class PlayerPathRunner : MonoBehaviour
return Vector3.Lerp(drawPoints[iA], drawPoints[iB], t); return Vector3.Lerp(drawPoints[iA], drawPoints[iB], t);
} }
Vector3 GetDirectionAtPathPosition(float normalizedPos)
{
float floatIndex = normalizedPos * (drawPoints.Length - 1);
int iA = Mathf.FloorToInt(floatIndex);
int iB = Mathf.Min(iA + 1, drawPoints.Length - 1);
Vector3 direction = drawPoints[iB] - drawPoints[iA];
direction.y = 0; // Keep only horizontal direction
return direction.normalized;
}
public float GetCurrentSpeed() public float GetCurrentSpeed()
{ {
return currentSpeed; return currentSpeed;

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path: Assets/Scenes/Menu.unity
guid: 2ba398b23b51a3c489a7481998a5a1bb
- enabled: 1 - enabled: 1
path: Assets/Scenes/Env 1.unity path: Assets/Scenes/Env 1.unity
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@ -12,7 +12,7 @@ PlayerSettings:
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accelerometerFrequency: 60 accelerometerFrequency: 60
companyName: DefaultCompany companyName: Rizze
productName: ReactRaceTrack productName: ReactRaceTrack
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