game(scripts): standardise Car
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43c85b601e
commit
3465373560
1 changed files with 42 additions and 39 deletions
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@ -1,10 +1,9 @@
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/*
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Author : Wai Lam
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Date : 10/2/2025
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Description : Car obstacle
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* Author: Wai Lam
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* Date: 10/2/2025
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* Description: Car obstacle
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Car : MonoBehaviour
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@ -15,28 +14,12 @@ public class Car : MonoBehaviour
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public Transform[] waypoints; // List of waypoints
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public float speed = 3.0f; // Speed of movement
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public float rotationSpeed = 5.0f; // Smooth turning speed
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private int currentWaypointIndex = 0; // Starting at the first waypoint
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public Vector3 rotationOffset = Vector3.zero;
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private void OnTriggerEnter(Collider other)
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{
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// Check if the collider belongs to the player
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if (other.CompareTag("Player"))
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{
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Debug.Log("Teleporting Player...");
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TeleportPlayer();
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}
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}
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private void TeleportPlayer()
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{
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Vector3 offset = playerRig.position - Camera.main.transform.position;
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playerRig.position = startPoint.position + offset;
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playerRig.rotation = startPoint.rotation;
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}
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private int _currentWaypointIndex; // Starting at the first waypoint
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void Update()
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private void Update()
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{
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if (waypoints.Length == 0) return;
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@ -44,28 +27,48 @@ public class Car : MonoBehaviour
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RotateTowardsWaypoint();
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}
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void MoveTowardsWaypoint()
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private void OnTriggerEnter(Collider other)
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{
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Transform target = waypoints[currentWaypointIndex];
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// Check if the collider belongs to the player
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if (!other.CompareTag("Player")) return;
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Debug.Log("Teleporting Player...");
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TeleportPlayer();
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}
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private void TeleportPlayer()
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{
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if (Camera.main == null)
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{
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Debug.LogError("not teleporting player, no main camera found!");
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return;
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}
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var offset = playerRig.position - Camera.main.transform.position;
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playerRig.position = startPoint.position + offset;
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playerRig.rotation = startPoint.rotation;
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}
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private void MoveTowardsWaypoint()
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{
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var target = waypoints[_currentWaypointIndex];
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transform.position = Vector3.MoveTowards(transform.position, target.position, speed * Time.deltaTime);
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// Check if the object has reached the waypoint
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if (Vector3.Distance(transform.position, target.position) < 0.1f)
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{
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// Move to the next waypoint in a loop
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currentWaypointIndex = (currentWaypointIndex + 1) % waypoints.Length;
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}
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_currentWaypointIndex = (_currentWaypointIndex + 1) % waypoints.Length;
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}
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void RotateTowardsWaypoint()
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private void RotateTowardsWaypoint()
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{
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Transform target = waypoints[currentWaypointIndex];
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Vector3 direction = (target.position - transform.position).normalized;
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var target = waypoints[_currentWaypointIndex];
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var direction = (target.position - transform.position).normalized;
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if (direction != Vector3.zero)
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{
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// Apply rotation offset
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Quaternion lookRotation = Quaternion.LookRotation(direction) * Quaternion.Euler(rotationOffset);
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var lookRotation = Quaternion.LookRotation(direction) * Quaternion.Euler(rotationOffset);
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transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, rotationSpeed * Time.deltaTime);
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}
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}
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