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107 lines
2.7 KiB
C#
107 lines
2.7 KiB
C#
using System;
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using UnityEngine;
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using DG.Tweening;
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using System.Collections.Generic;
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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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public float baseSpeed = 2f;
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public float maxSpeed = 10f;
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public float tapWindowSeconds = 0.5f;
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public DOTweenPath pathSource; // Assign your DOTweenPath GameObject here
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private List<float> tapTimestamps = new List<float>();
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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 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 the path by creating a paused tween
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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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}
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void Update()
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{
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MoveOnPath(); // ← no input needed
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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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private float targetSpeed = 0f;
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public float acceleration = 5f; // How quickly speed adjusts (lower = smoother)
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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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targetSpeed = Mathf.Clamp(baseSpeed + tps, baseSpeed, maxSpeed);
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// Smoothly move currentSpeed toward targetSpeed
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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 = baseSpeed / 50f;
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pathPosition += speed * Time.deltaTime;
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pathPosition %= 1f;
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float floatIndex = pathPosition * (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 float CurrentSpeedNormalized()
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{
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return Mathf.InverseLerp(baseSpeed, maxSpeed, currentSpeed);
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}
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public float GetPathPosition()
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{
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return pathPosition;
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}
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} |