[Add] Dice return script
This commit is contained in:
+29
-1
@@ -311,13 +311,15 @@ MonoBehaviour:
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m_EditorClassIdentifier: Assembly-CSharp::DiceRoller
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dice: {fileID: 3052556563113756475}
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rb: {fileID: 1768444232422188122}
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diceCollider: {fileID: 0}
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<Definition>k__BackingField: {fileID: 11400000, guid: b4fd0877395ff654b83ec79e811d356c, type: 2}
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throwUpForce: 2
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throwScatter: 1.5
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torqueMin: 15
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torqueMax: 30
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torqueMax: 80
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settleSpeed: 0.05
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settleDelay: 0.3
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maxRollDuration: 3
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snapDuration: 0.35
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snapCurve:
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serializedVersion: 2
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@@ -343,6 +345,32 @@ MonoBehaviour:
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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returnDuration: 0.4
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returnArcHeight: 0.6
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returnCurve:
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@@ -7,13 +7,16 @@ namespace YachtDice.Dice
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{
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/// <summary>
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/// Красиво подбрасывает и раскручивает кубик, ждёт пока он остановится,
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/// плавно доворачивает до ровного положения и сообщает результат.
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/// плавно доворачивает до ровного положения, возвращает на старт и сообщает результат.
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/// </summary>
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public class DiceRoller : MonoBehaviour
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{
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private static DiceRoller _activeReturnRoller;
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[Header("References")]
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[SerializeField] private Dice dice;
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[SerializeField] private Rigidbody rb;
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[SerializeField] private Collider diceCollider;
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[Tooltip("Определение типа дайса")]
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[field: SerializeField] public DiceDefinition Definition { get; private set; }
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@@ -38,6 +41,9 @@ namespace YachtDice.Dice
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[Tooltip("Сколько секунд кубик должен быть неподвижен, чтобы засчитать остановку")]
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[SerializeField] private float settleDelay = 0.3f;
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[Tooltip("Максимальная длительность броска до принудительного завершения")]
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[SerializeField] private float maxRollDuration = 3f;
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[Header("Snap Alignment")]
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[Tooltip("Длительность плавного доворота к ровному положению")]
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[SerializeField] private float snapDuration = 0.35f;
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@@ -45,6 +51,16 @@ namespace YachtDice.Dice
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[SerializeField]
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private AnimationCurve snapCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
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[Header("Return To Start")]
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[Tooltip("Длительность возврата в стартовую позицию")]
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[SerializeField] private float returnDuration = 0.4f;
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[Tooltip("Высота дуги при возврате в стартовую позицию")]
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[SerializeField] private float returnArcHeight = 0.6f;
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[SerializeField]
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private AnimationCurve returnCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
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/// <summary>
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/// Вызывается когда кубик полностью остановился. Аргумент — выпавшее значение.
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/// </summary>
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@@ -56,11 +72,36 @@ namespace YachtDice.Dice
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public bool IsRolling { get; private set; }
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private Coroutine _rollRoutine;
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private Vector3 _startLocalPosition;
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private bool _startPoseCaptured;
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private void Awake()
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{
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if (dice == null)
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dice = GetComponent<Dice>();
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if (rb == null)
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rb = GetComponent<Rigidbody>();
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if (diceCollider == null)
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diceCollider = GetComponent<Collider>();
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CaptureStartPose();
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}
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private void Reset()
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{
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dice = GetComponent<Dice>();
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rb = GetComponent<Rigidbody>();
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diceCollider = GetComponent<Collider>();
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}
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private void CaptureStartPose()
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{
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if (_startPoseCaptured) return;
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_startLocalPosition = transform.localPosition;
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_startPoseCaptured = true;
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}
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@@ -71,6 +112,12 @@ namespace YachtDice.Dice
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{
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if (IsRolling) return;
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if (dice == null || rb == null)
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{
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Debug.LogError("DiceRoller: отсутствуют обязательные компоненты Dice/Rigidbody.", this);
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return;
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}
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if (_rollRoutine != null)
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StopCoroutine(_rollRoutine);
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@@ -80,12 +127,17 @@ namespace YachtDice.Dice
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private IEnumerator RollSequence()
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{
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IsRolling = true;
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CaptureStartPose();
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// ── 1. Подготовка ────────────────────────────────────────────
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if (diceCollider != null)
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diceCollider.enabled = true;
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rb.isKinematic = false;
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rb.useGravity = true;
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rb.linearVelocity = Vector3.zero;
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rb.angularVelocity = Vector3.zero;
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var rollStartedAt = Time.time;
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// ── 2. Импульс: подбросить вверх с лёгким разбросом ─────────
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Vector3 force = new Vector3(
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@@ -105,9 +157,17 @@ namespace YachtDice.Dice
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// ── 4. Ждём пока кубик успокоится ───────────────────────────
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var stillTimer = 0f;
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var sqrThreshold = settleSpeed * settleSpeed;
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var didTimeout = false;
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var maxDuration = Mathf.Max(0.1f, maxRollDuration);
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while (stillTimer < settleDelay)
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{
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if (Time.time - rollStartedAt >= maxDuration)
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{
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didTimeout = true;
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break;
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}
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yield return new WaitForFixedUpdate();
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bool isSlow = rb.linearVelocity.sqrMagnitude < sqrThreshold
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@@ -116,6 +176,9 @@ namespace YachtDice.Dice
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stillTimer = isSlow ? stillTimer + Time.fixedDeltaTime : 0f;
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}
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if (didTimeout)
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Debug.LogWarning($"DiceRoller: бросок принудительно завершён по таймауту ({maxDuration:0.##} c).", this);
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// ── 5. Замораживаем физику и читаем верхнюю грань ───────────
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rb.linearVelocity = Vector3.zero;
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rb.angularVelocity = Vector3.zero;
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@@ -124,8 +187,7 @@ namespace YachtDice.Dice
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if (!dice.TryGetTopValue(out int topValue))
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{
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Debug.LogWarning("DiceRoller: не удалось определить верхнюю грань.");
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IsRolling = false;
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yield break;
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topValue = 1;
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}
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// ── 6. Плавный доворот до ровного положения ─────────────────
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@@ -139,20 +201,73 @@ namespace YachtDice.Dice
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transform.rotation = startRot;
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var elapsed = 0f;
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while (elapsed < snapDuration)
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var snapTime = Mathf.Max(0.01f, snapDuration);
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var snapCurveToUse = snapCurve ?? AnimationCurve.Linear(0f, 0f, 1f, 1f);
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while (elapsed < snapTime)
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{
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elapsed += Time.deltaTime;
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float t = snapCurve.Evaluate(Mathf.Clamp01(elapsed / snapDuration));
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float t = snapCurveToUse.Evaluate(Mathf.Clamp01(elapsed / snapTime));
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transform.rotation = Quaternion.Slerp(startRot, targetRot, t);
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yield return null;
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}
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transform.rotation = targetRot;
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// ── 7. Готово ───────────────────────────────────────────────
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// ── 7. Возвращаемся в стартовую позицию без коллизий ───────
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if (diceCollider != null)
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diceCollider.enabled = false;
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yield return ReturnToStartPosition();
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if (diceCollider != null)
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diceCollider.enabled = true;
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// ── 8. Готово ───────────────────────────────────────────────
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IsRolling = false;
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OnRollFinished?.Invoke(topValue);
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// Debug.Log($"{gameObject.name} | Выпало: <b>{topValue}</b>");
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}
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private IEnumerator ReturnToStartPosition()
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{
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var startPos = transform.localPosition;
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var duration = Mathf.Max(0.01f, returnDuration);
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yield return WaitForReturnTurn();
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try
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{
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var elapsed = 0f;
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var returnCurveToUse = returnCurve ?? AnimationCurve.Linear(0f, 0f, 1f, 1f);
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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float normalized = Mathf.Clamp01(elapsed / duration);
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float curved = returnCurveToUse.Evaluate(normalized);
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var pos = Vector3.Lerp(startPos, _startLocalPosition, curved);
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pos.y += Mathf.Sin(normalized * Mathf.PI) * returnArcHeight;
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transform.localPosition = pos;
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yield return null;
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}
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transform.localPosition = _startLocalPosition;
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}
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finally
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{
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if (_activeReturnRoller == this)
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_activeReturnRoller = null;
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}
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}
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private IEnumerator WaitForReturnTurn()
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{
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while (_activeReturnRoller != null && _activeReturnRoller != this)
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yield return null;
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_activeReturnRoller = this;
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}
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}
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}
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Reference in New Issue
Block a user