Merge remote-tracking branch 'origin/Over' into Syntriax

This commit is contained in:
2022-02-26 00:02:12 +03:00
11 changed files with 208 additions and 412 deletions

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@@ -0,0 +1,8 @@
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@@ -0,0 +1,21 @@
using Cinemachine;
using UnityEngine;
namespace Camera
{
public class CameraPlayerFinder : MonoBehaviour
{
private CinemachineVirtualCamera _cinemachineVirtualCamera;
private void Awake()
{
_cinemachineVirtualCamera = GetComponent<CinemachineVirtualCamera>();
}
private void Update()
{
if (_cinemachineVirtualCamera.Follow == null && GameObject.FindWithTag("Player") != null)
_cinemachineVirtualCamera.Follow = GameObject.FindWithTag("Player").transform;
}
}
}

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@@ -0,0 +1,11 @@
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@@ -17,10 +17,12 @@ namespace Platforms
private bool _goingToFuturePos;
private Rigidbody2D _platformRigidbody;
private CollisionChecker _movingPlatformTrigger;
private void Awake()
{
_platformRigidbody = GetComponent<Rigidbody2D>();
_movingPlatformTrigger = GetComponentInChildren<CollisionChecker>();
}
private void Start()
@@ -58,19 +60,22 @@ namespace Platforms
public void Move(float value)
{
var position = transform.position;
//var position = transform.position;
switch (_goingToFuturePos)
{
case true:
_platformRigidbody.MovePosition(new Vector2(position.x + speed * GetDecision(xOffset),
position.y + speed * GetDecision(yOffset)));
//_platformRigidbody.MovePosition(new Vector2(position.x + speed * GetDecision(xOffset),
//position.y + speed * GetDecision(yOffset)));
transform.position = Vector3.MoveTowards(transform.position, _futurePos, speed * Time.deltaTime);
if (Math.Abs(_futurePos.x - transform.position.x) < VerificationOffset &&
Math.Abs(_futurePos.y - transform.position.y) < VerificationOffset)
_goingToFuturePos = false;
break;
case false:
_platformRigidbody.MovePosition(new Vector2(position.x + speed * -GetDecision(xOffset),
position.y + speed * -GetDecision(yOffset)));
//_platformRigidbody.MovePosition(new Vector2(position.x + speed * -GetDecision(xOffset),
//position.y + speed * -GetDecision(yOffset)));
transform.position = Vector3.MoveTowards(transform.position, _originalPos, speed * Time.deltaTime);
if (Math.Abs(_originalPos.x - transform.position.x) < VerificationOffset &&
Math.Abs(_originalPos.y - transform.position.y) < VerificationOffset)
_goingToFuturePos = true;