320 lines
10 KiB
C#
320 lines
10 KiB
C#
using UnityEngine;
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[DisallowMultipleComponent]
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[RequireComponent(typeof(Rigidbody2D))]
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[RequireComponent(typeof(Collider2D))]
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public class PickableProjectileTemp : BasicProjectile
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{
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// --- Singleton ---
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public static PickableProjectileTemp Instance { get; private set; }
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public enum State { Held, Airborne, Grounded, Returning }
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public State CurrentState { get; private set; } = State.Grounded;
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[Header("Pickup/Attach")]
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public Vector3 heldLocalOffset = new(0.25f, 0.1f, 0f);
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public float ignoreOwnerTimeOnThrow = 0.25f;
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public string attachPointChildName = "HandPoint";
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[Header("Physics on ground")]
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public float sleepVelocity = 0.05f;
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public bool lockWhenLanded = true;
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[Header("Bouncing")]
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public int maxBounces = 3;
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public float minBounceSpeed = 0.8f;
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[Range(0f, 1f)] public float restitution = 0.6f;
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[Range(0f, 1f)] public float tangentDamping = 0.85f;
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[Range(0f, 1f)] public float groundUpTolerance = 0.25f;
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public float stickDelayAfterImpact = 0.03f;
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[Header("Recall")]
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public float recallStartDistance = 8f;
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public float recallArriveDistance = 1f;
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public float recallMaxSpeed = 16f;
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public float recallAcceleration = 60f;
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[Header("Gizmos")]
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public bool drawGizmos;
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public Color gizmoColor = new Color(0.2f, 0.8f, 1f, 0.35f);
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private Transform holderAttachPoint;
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private int bounceCounter = 0;
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private float lastImpactTime = -999f;
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private bool hadBeenHeld = false;
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private GameObject lastKnownHolder;
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// локальный «таймер» игнора владельца после броска,
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// чтобы не подбирать мгновенно владельцем при столкновении
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private float ignoreOwnerUntil = -999f;
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protected override void Awake()
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{
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base.Awake();
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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private void Start()
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{
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rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
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col.isTrigger = false;
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if (CurrentState != State.Held)
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BecomeGrounded(null);
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}
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public bool TryPickup(GameObject newHolder, Transform optionalAttachPoint = null)
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{
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if (CurrentState == State.Held) return true;
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owner = newHolder;
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lastKnownHolder = newHolder;
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holderAttachPoint = optionalAttachPoint ?? FindAttachPointOn(owner);
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if (holderAttachPoint == null) holderAttachPoint = owner.transform;
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rb.linearVelocity = Vector2.zero;
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rb.angularVelocity = 0f;
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rb.bodyType = RigidbodyType2D.Kinematic;
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col.enabled = false;
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transform.SetParent(holderAttachPoint, worldPositionStays: false);
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transform.localPosition = heldLocalOffset;
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transform.localRotation = Quaternion.identity;
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transform.localScale = Vector3.one * 2;
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// чуть-чуть игнорим владельца, чтобы не словить повторные коллизии
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ignoreOwnerUntil = Time.time + ignoreOwnerTimeOnThrow;
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StartCoroutine(IgnoreOwnerTemporarily(owner, ignoreOwnerTimeOnThrow));
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CurrentState = State.Held;
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launched = false;
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hadBeenHeld = true;
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// передадим ссылку игроку (если у него есть PlayerFireScript),
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// чтобы он знал «свой» снаряд
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var pfs = owner.GetComponent<PlayerFireScript>();
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//if (pfs) pfs.BindProjectile(this);
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return true;
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}
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public void Launch(Vector2 direction, float speed, GameObject throwOwner = null)
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{
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if (CurrentState == State.Held)
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transform.SetParent(null, true);
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owner = throwOwner;
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lastKnownHolder = throwOwner;
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holderAttachPoint = null;
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rb.bodyType = RigidbodyType2D.Dynamic;
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col.enabled = true;
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launched = true;
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Vector2 dir = direction.sqrMagnitude > 0.0001f ? direction.normalized : Vector2.right;
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float finalSpeed = (speed > 0f) ? speed : initialSpeed;
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rb.linearVelocity = Vector2.zero;
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rb.angularVelocity = 0f;
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rb.AddForce(dir * finalSpeed * rb.mass, ForceMode2D.Impulse);
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transform.right = dir;
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if (throwOwner != null && ignoreOwnerTimeOnThrow > 0f)
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{
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ignoreOwnerUntil = Time.time + ignoreOwnerTimeOnThrow;
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StartCoroutine(IgnoreOwnerTemporarily(throwOwner, ignoreOwnerTimeOnThrow));
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}
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CurrentState = State.Airborne;
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bounceCounter = 0;
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}
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protected override void OnCollisionEnter2D(Collision2D collision)
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{
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// 1) если врезались в игрока — пробуем подобрать до логики рикошета
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var otherRb = collision.rigidbody ? collision.rigidbody : collision.otherRigidbody;
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var otherGo = (collision.collider ? collision.collider.attachedRigidbody?.gameObject : null)
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?? otherRb?.gameObject
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?? collision.gameObject;
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if (otherGo && otherGo.CompareTag("Player") && CurrentState != State.Held)
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{
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// не подбираем мгновенно того же владельца, если ещё в «игноре»
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if (otherGo != owner || Time.time >= ignoreOwnerUntil)
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{
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var hand = FindAttachPointOn(otherGo) ?? otherGo.transform;
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if (TryPickup(otherGo, hand)) return; // успешно подобрали — выходим
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}
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}
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// 2) обычная логика попадания/рикошета
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base.OnCollisionEnter2D(collision);
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if (CurrentState == State.Airborne)
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{
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if (TryBounce(collision))
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{
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lastImpactTime = Time.time;
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return;
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}
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BecomeGrounded(collision);
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}
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}
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protected override void OnImpactFinal(Collision2D collision)
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{
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if (!TryBounce(collision))
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BecomeGrounded(collision);
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}
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protected override void OnImpactFinal(Collider2D other)
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{
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if (Time.time - lastImpactTime > stickDelayAfterImpact)
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BecomeGrounded(null);
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}
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private bool TryBounce(Collision2D collision)
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{
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if (Time.time - lastImpactTime < stickDelayAfterImpact)
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return true;
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var v = rb.linearVelocity;
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float speed = v.magnitude;
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if (speed < minBounceSpeed) return false;
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Vector2 avgNormal = Vector2.up;
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if (collision.contactCount > 0)
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{
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avgNormal = Vector2.zero;
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for (int i = 0; i < collision.contactCount; i++)
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avgNormal += collision.GetContact(i).normal;
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avgNormal.Normalize();
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}
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Vector2 reflected = Vector2.Reflect(v, avgNormal) * restitution;
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Vector2 n = avgNormal;
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Vector2 vn = Vector2.Dot(reflected, n) * n;
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Vector2 vt = reflected - vn;
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reflected = vn + vt * tangentDamping;
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rb.linearVelocity = reflected;
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rb.position += n * 0.005f;
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bounceCounter++;
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if (bounceCounter >= maxBounces)
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return false;
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CurrentState = State.Airborne;
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return true;
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}
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private void BecomeGrounded(Collision2D collision)
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{
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launched = false;
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CurrentState = State.Grounded;
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if (lockWhenLanded)
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{
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rb.linearVelocity = Vector2.zero;
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rb.angularVelocity = 0f;
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rb.bodyType = RigidbodyType2D.Kinematic;
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}
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else
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{
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rb.bodyType = RigidbodyType2D.Dynamic;
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}
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col.enabled = true;
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transform.SetParent(null, true);
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bounceCounter = 0;
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}
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private Transform FindAttachPointOn(GameObject who)
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{
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if (string.IsNullOrWhiteSpace(attachPointChildName)) return null;
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return who.transform.Find(attachPointChildName);
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}
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protected override void FixedUpdate()
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{
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base.FixedUpdate();
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if (!lockWhenLanded && CurrentState == State.Airborne)
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{
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if (rb.linearVelocity.sqrMagnitude < (sleepVelocity * sleepVelocity))
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BecomeGrounded(null);
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}
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if (hadBeenHeld && CurrentState != State.Held)
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HandleRecallToPlayer();
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}
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private void HandleRecallToPlayer()
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{
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GameObject playerGo = lastKnownHolder;
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if (playerGo == null || !playerGo.activeInHierarchy)
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playerGo = GameObject.FindWithTag("Player");
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if (!playerGo) return;
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var hand = FindAttachPointOn(playerGo) ?? playerGo.transform;
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Vector2 toHand = (Vector2)hand.position - rb.position;
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float dist = toHand.magnitude;
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if (dist > recallStartDistance)
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{
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if (CurrentState != State.Returning)
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{
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CurrentState = State.Returning;
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rb.bodyType = RigidbodyType2D.Dynamic;
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col.enabled = true;
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}
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Vector2 desired = toHand.normalized * recallMaxSpeed;
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rb.linearVelocity = Vector2.MoveTowards(
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rb.linearVelocity, desired, recallAcceleration * Time.fixedDeltaTime);
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if (rb.linearVelocity.sqrMagnitude > 0.01f)
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transform.right = rb.linearVelocity.normalized;
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if (dist <= recallArriveDistance)
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TryPickup(playerGo, hand);
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}
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else
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{
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if (CurrentState == State.Returning)
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CurrentState = rb.bodyType == RigidbodyType2D.Dynamic ? State.Airborne : State.Grounded;
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}
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}
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#if UNITY_EDITOR
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private void OnDrawGizmosSelected()
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{
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if (!drawGizmos) return;
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Gizmos.color = gizmoColor;
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Gizmos.matrix = transform.localToWorldMatrix;
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Gizmos.DrawCube(new Vector3(heldLocalOffset.x, heldLocalOffset.y, 0), new Vector3(0.12f, 0.12f, 0.02f));
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}
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#endif
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}
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