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7 Commits
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7cdb281c23
Author | SHA1 | Date | |
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7cdb281c23 | |||
0fab2c9722 | |||
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ee0b46f451 | ||
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2bf7f50802 | ||
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e9404b9b51 | ||
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28819a12a6 | ||
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7f4c83d397 |
@ -242,7 +242,15 @@ namespace FishNet.Discovery
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//
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// return;
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// }
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<<<<<<< HEAD
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||||
<<<<<<< HEAD
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||||
Debug.Log("NetworkDiscovery is searching");
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||||
=======
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||||
// Debug.Log("NetworkDiscovery is searching on port " + port);
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>>>>>>> master
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=======
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// Debug.Log("NetworkDiscovery is searching on port " + port);
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>>>>>>> master
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||||
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||||
if (InstanceFinder.IsClient)
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||||
{
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|
@ -1,5 +1,9 @@
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fileFormatVersion: 2
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<<<<<<<< HEAD:Assets/Prefabs.meta
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guid: f5d758e3acccf474babdbe217a2702ba
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||||
========
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||||
guid: b75b31ee55930864c993630f33293a65
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||||
>>>>>>>> master:Assets/_PROJECT/Components/Bolt.meta
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||||
folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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|
@ -1,5 +1,9 @@
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||||
fileFormatVersion: 2
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<<<<<<<< HEAD:Assets/Scripts.meta
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||||
guid: 8f19a044f4ee30042a6ad8c58d595f40
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||||
========
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||||
guid: d130522c3b40916429cacacf79ffbc9b
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>>>>>>>> master:Assets/_PROJECT/Components/Bolt/Intercation Logic.meta
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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||||
|
BIN
Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/Oswald Bold SDF.asset
(Stored with Git LFS)
BIN
Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/Oswald Bold SDF.asset
(Stored with Git LFS)
Binary file not shown.
BIN
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
(Stored with Git LFS)
BIN
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
(Stored with Git LFS)
Binary file not shown.
@ -1,8 +1,12 @@
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using System.Collections;
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using System.Collections.Generic;
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<<<<<<< HEAD
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using Unity.XR.CoreUtils;
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using UnityEngine;
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using static MouseLook;
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=======
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using UnityEngine;
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>>>>>>> master
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public class CarDrivingRoutine : MonoBehaviour
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{
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@ -10,6 +14,7 @@ public class CarDrivingRoutine : MonoBehaviour
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public AudioSource _tireSound;
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public Waypoint _waypoint;
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<<<<<<< HEAD
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public float StraightSpeed = 5f; // Movement speed
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public float rotationSpeed = 5f; // Rotation speed
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public float waypointProximityThreshold = 0.5f; // Distance to consider "close enough" to a waypoint
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@ -28,16 +33,29 @@ public class CarDrivingRoutine : MonoBehaviour
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targetSpeed = StraightSpeed;
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targetRotationSpeed = rotationSpeed;
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}
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=======
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public float speed = 5f; // Movement speed
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public float rotationSpeed = 5f; // Rotation speed
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public float waypointProximityThreshold = 0.5f; // Distance to consider "close enough" to a waypoint
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>>>>>>> master
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// Update is called once per frame
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void Update()
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{
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<<<<<<< HEAD
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//if (hasPedestrianInFront) return;
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if (_waypoint == null) return; // Just in case.
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// Move towards the waypoint
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Vector3 targetPosition = _waypoint.transform.position;
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float step = StraightSpeed * Time.deltaTime;
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=======
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if (_waypoint == null) return;
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// Move towards the waypoint
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Vector3 targetPosition = _waypoint.transform.position;
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float step = speed * Time.deltaTime;
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>>>>>>> master
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transform.position = Vector3.MoveTowards(transform.position, targetPosition, step);
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// Rotate towards the desired rotation
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@ -45,6 +63,7 @@ public class CarDrivingRoutine : MonoBehaviour
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Quaternion desiredRotation = Quaternion.Euler(0, targetRotation, 0);
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transform.rotation = Quaternion.RotateTowards(transform.rotation, desiredRotation, rotationSpeed * Time.deltaTime);
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<<<<<<< HEAD
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rollTires(); // Just an aesthetic improvement.
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if (Quaternion.Angle(transform.rotation, desiredRotation) > 1f) // If the car is turning.
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@ -66,12 +85,15 @@ public class CarDrivingRoutine : MonoBehaviour
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isTurning = false;
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}
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=======
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>>>>>>> master
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// Check if close enough to the waypoint
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if (Vector3.Distance(transform.position, targetPosition) <= waypointProximityThreshold &&
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Quaternion.Angle(transform.rotation, desiredRotation) <= 1f)
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{
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// Proceed to the next waypoint
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_waypoint = _waypoint.Next;
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<<<<<<< HEAD
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}
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}
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@ -138,4 +160,18 @@ public class CarDrivingRoutine : MonoBehaviour
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StraightSpeed = targetStraightSpeed;
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rotationSpeed = targetRotationSpeed;
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}
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=======
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if (_waypoint == null)
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{
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// Optional: Play stop sound when no more waypoints
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_stopSound?.Play();
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}
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else
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{
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// Optional: Play tire sound when moving to the next waypoint
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_tireSound?.Play();
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}
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}
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}
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>>>>>>> master
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}
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|
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Loading…
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Reference in New Issue
Block a user