Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction
This commit is contained in:
@@ -16,6 +16,9 @@ namespace Input
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private Vector2 lastHoldPosition;
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private Coroutine pathfindingDragCoroutine;
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private float pathfindingDragUpdateInterval = 0.1f; // Interval in seconds
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[Header("Collision Simulation")]
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public LayerMask obstacleMask;
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public float colliderRadius = 0.5f;
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// --- Unity/Component References ---
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private AIPath aiPath;
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@@ -23,6 +26,7 @@ namespace Input
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// Note: String-based property lookup is flagged as inefficient, but is common in Unity for dynamic children.
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private Animator animator;
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private Transform artTransform;
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private SpriteRenderer spriteRenderer;
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// --- MoveToAndNotify State ---
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public delegate void ArrivedAtTargetHandler();
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@@ -39,6 +43,11 @@ namespace Input
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animator = artTransform.GetComponent<Animator>();
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else
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animator = GetComponentInChildren<Animator>();
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// Cache SpriteRenderer for flipping
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if (artTransform != null)
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spriteRenderer = artTransform.GetComponent<SpriteRenderer>();
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if (spriteRenderer == null)
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spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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}
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void Start()
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@@ -147,21 +156,64 @@ namespace Input
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/// </summary>
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private void MoveDirectlyTo(Vector2 worldPosition)
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{
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if (aiPath == null) return;
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if (aiPath == null)
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{
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return;
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}
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Vector3 current = transform.position;
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Vector3 target = new Vector3(worldPosition.x, worldPosition.y, current.z);
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Vector3 toTarget = (target - current);
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Vector3 direction = toTarget.normalized;
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float maxSpeed = aiPath.maxSpeed;
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float acceleration = aiPath.maxAcceleration;
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directMoveVelocity =
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Vector3.MoveTowards(directMoveVelocity, direction * maxSpeed, acceleration * Time.deltaTime);
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directMoveVelocity = Vector3.MoveTowards(directMoveVelocity, direction * maxSpeed, acceleration * Time.deltaTime);
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if (directMoveVelocity.magnitude > maxSpeed)
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{
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directMoveVelocity = directMoveVelocity.normalized * maxSpeed;
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}
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Vector3 move = directMoveVelocity * Time.deltaTime;
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if (move.magnitude > toTarget.magnitude)
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{
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move = toTarget;
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transform.position += move;
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}
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// --- Collision simulation ---
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Vector3 adjustedVelocity = AdjustVelocityForObstacles(current, directMoveVelocity);
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Vector3 adjustedMove = adjustedVelocity * Time.deltaTime;
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if (adjustedMove.magnitude > toTarget.magnitude)
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{
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adjustedMove = toTarget;
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}
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transform.position += adjustedMove;
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}
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/// <summary>
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/// Simulates collision with obstacles by raycasting in the direction of velocity and projecting the velocity if a collision is detected.
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/// </summary>
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/// <param name="position">Player's current position.</param>
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/// <param name="velocity">Intended velocity for this frame.</param>
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/// <returns>Adjusted velocity after collision simulation.</returns>
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private Vector3 AdjustVelocityForObstacles(Vector3 position, Vector3 velocity)
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{
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if (velocity.sqrMagnitude < 0.0001f)
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return velocity;
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float moveDistance = velocity.magnitude * Time.deltaTime;
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Vector2 origin = new Vector2(position.x, position.y);
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Vector2 dir = velocity.normalized;
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float rayLength = colliderRadius + moveDistance;
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RaycastHit2D hit = Physics2D.Raycast(origin, dir, rayLength, obstacleMask);
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Debug.DrawLine(origin, origin + dir * rayLength, Color.red, 0.1f);
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if (hit.collider != null)
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{
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// Draw normal and tangent for debug
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Debug.DrawLine(hit.point, hit.point + hit.normal, Color.green, 0.2f);
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Vector2 tangent = new Vector2(-hit.normal.y, hit.normal.x);
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Debug.DrawLine(hit.point, hit.point + tangent, Color.blue, 0.2f);
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// Project velocity onto tangent to simulate sliding
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float slideAmount = Vector2.Dot(velocity, tangent);
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Vector3 slideVelocity = tangent * slideAmount;
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return slideVelocity;
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}
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return velocity;
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}
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void Update()
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@@ -169,16 +221,30 @@ namespace Input
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if (animator != null && aiPath != null)
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{
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float normalizedSpeed = 0f;
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Vector3 velocity = Vector3.zero;
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if (isHolding && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct)
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{
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normalizedSpeed = directMoveVelocity.magnitude / aiPath.maxSpeed;
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velocity = directMoveVelocity;
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}
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else if (aiPath.enabled)
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{
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normalizedSpeed = aiPath.velocity.magnitude / aiPath.maxSpeed;
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velocity = aiPath.velocity;
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}
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animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
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SetSpriteFlip(velocity);
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}
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}
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private void SetSpriteFlip(Vector3 velocity)
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{
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if (spriteRenderer != null && velocity.sqrMagnitude > 0.001f)
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{
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if (velocity.x > 0.01f)
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spriteRenderer.flipX = false;
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else if (velocity.x < -0.01f)
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spriteRenderer.flipX = true;
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}
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}
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@@ -68,4 +68,9 @@ public class Interactable : MonoBehaviour, ITouchInputConsumer
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}
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return anySuccess;
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}
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public void CompleteInteraction(bool success)
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{
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InteractionComplete?.Invoke(success);
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}
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}
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35
Assets/Scripts/Interactions/OneClickInteraction.cs
Normal file
35
Assets/Scripts/Interactions/OneClickInteraction.cs
Normal file
@@ -0,0 +1,35 @@
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using UnityEngine;
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using System;
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/// <summary>
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/// MonoBehaviour that immediately completes an interaction when started.
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/// </summary>
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public class OneClickInteraction : MonoBehaviour
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{
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private Interactable interactable;
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void Awake()
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{
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interactable = GetComponent<Interactable>();
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if (interactable != null)
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{
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interactable.StartedInteraction += OnStartedInteraction;
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}
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}
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void OnDestroy()
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{
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if (interactable != null)
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{
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interactable.StartedInteraction -= OnStartedInteraction;
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}
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}
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private void OnStartedInteraction()
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{
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if (interactable != null)
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{
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interactable.CompleteInteraction(true);
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}
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}
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}
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3
Assets/Scripts/Interactions/OneClickInteraction.cs.meta
Normal file
3
Assets/Scripts/Interactions/OneClickInteraction.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 833a4ccef651449e973e623d9107bef5
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timeCreated: 1757417586
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@@ -29,6 +29,7 @@ public class FollowerController : MonoBehaviour
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private float _currentSpeed = 0f;
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private Animator _animator;
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private Transform _artTransform;
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private SpriteRenderer spriteRenderer;
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private PickupItemData _currentlyHeldItem;
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public PickupItemData CurrentlyHeldItem => _currentlyHeldItem;
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@@ -83,10 +84,12 @@ public class FollowerController : MonoBehaviour
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if (_artTransform != null)
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{
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_animator = _artTransform.GetComponent<Animator>();
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spriteRenderer = _artTransform.GetComponent<SpriteRenderer>();
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}
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else
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{
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_animator = GetComponentInChildren<Animator>(); // fallback
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spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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}
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}
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@@ -181,6 +184,14 @@ public class FollowerController : MonoBehaviour
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_currentSpeed = Mathf.Max(_currentSpeed, minSpeed);
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}
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Vector3 dir = (_targetPoint - transform.position).normalized;
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// Sprite flipping based on movement direction
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if (spriteRenderer != null && dir.sqrMagnitude > 0.001f)
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{
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if (dir.x > 0.01f)
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spriteRenderer.flipX = false;
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else if (dir.x < -0.01f)
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spriteRenderer.flipX = true;
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}
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transform.position += dir * _currentSpeed * Time.deltaTime;
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}
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else
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@@ -202,6 +213,14 @@ public class FollowerController : MonoBehaviour
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else if (_aiPath != null)
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{
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normalizedSpeed = _aiPath.velocity.magnitude / _followerMaxSpeed;
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// Sprite flipping for pathfinding mode
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if (spriteRenderer != null && _aiPath.velocity.sqrMagnitude > 0.001f)
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{
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if (_aiPath.velocity.x > 0.01f)
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spriteRenderer.flipX = false;
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else if (_aiPath.velocity.x < -0.01f)
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spriteRenderer.flipX = true;
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}
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}
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_animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
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}
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@@ -438,3 +457,5 @@ public class FollowerController : MonoBehaviour
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}
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}
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}
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