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forked from cgvr/DeltaVR

refactored model generation code out of test box into separate pipeline manager

This commit is contained in:
2025-12-01 17:06:42 +02:00
parent a66cb8f62c
commit 40e273f51e
6 changed files with 98 additions and 78 deletions

View File

@@ -1,10 +1,7 @@
using System;
using _PROJECT.Scripts.Bow;
using _PROJECT.Scripts.Bow.Extra;
using FishNet.Object;
using FishNet.Object.Synchronizing;
using UnityEngine;
using Random = UnityEngine.Random;
public class ArcheryTarget : NetworkBehaviour, IArrowHittable
{
@@ -13,12 +10,10 @@ public class ArcheryTarget : NetworkBehaviour, IArrowHittable
public Vector3 endPosition;
public float forwardSpeed = 2f;
public Action<float> addScore;
private bool _flipDirection;
private void Awake()
{
_flipDirection = Random.value > 0.5f;
}
// Update is called once per frame
@@ -28,11 +23,12 @@ public class ArcheryTarget : NetworkBehaviour, IArrowHittable
float step = forwardSpeed * Time.deltaTime;
var position = transform.position;
if (Math.Abs(position.x - endPosition.x) < 0.1) Destroy(gameObject);
if (Math.Abs(position.x - endPosition.x) < 0.1)
{
Destroy(gameObject);
}
transform.position = Vector3.MoveTowards(position,
new Vector3(endPosition.x, position.y, position.z), step);
transform.position = Vector3.MoveTowards(position, new Vector3(endPosition.x, position.y, position.z), step);
}
public void Hit(Arrow arrow)