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https://github.com/GTA-ASM/SanAndreasUnity
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animate enex
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parent
47c43384ed
commit
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1 changed files with 53 additions and 1 deletions
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@ -1,12 +1,20 @@
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using UnityEngine;
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using UnityEngine;
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using SanAndreasUnity.Importing.Items.Placements;
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using SanAndreasUnity.Importing.Items.Placements;
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using SanAndreasUnity.Utilities;
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namespace SanAndreasUnity.Behaviours.World
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namespace SanAndreasUnity.Behaviours.World
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{
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{
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public class EntranceExitMapObject : MapObject
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public class EntranceExitMapObject : MapObject
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{
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{
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Coroutine m_animateArrowCoroutine;
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public float minArrowPos = -1f;
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public float maxArrowPos = 1f;
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public Transform arrowTransform;
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public float arrowMoveSpeed = 0.3f;
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public static EntranceExitMapObject Create(EntranceExit info)
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public static EntranceExitMapObject Create(EntranceExit info)
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{
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{
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var obj = Object.Instantiate(Cell.Instance.enexPrefab).GetComponent<EntranceExitMapObject>();
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var obj = Object.Instantiate(Cell.Instance.enexPrefab).GetComponent<EntranceExitMapObject>();
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@ -41,6 +49,19 @@ namespace SanAndreasUnity.Behaviours.World
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}
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}
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void OnEnable()
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{
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m_animateArrowCoroutine = this.StartCoroutine(this.AnimateArrow());
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}
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void OnDisable()
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{
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if (m_animateArrowCoroutine != null)
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this.StopCoroutine(m_animateArrowCoroutine);
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m_animateArrowCoroutine = null;
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}
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void OnDrawGizmosSelected()
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void OnDrawGizmosSelected()
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{
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{
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Utilities.F.HandlesDrawText(this.transform.position, this.name, Color.yellow);
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Utilities.F.HandlesDrawText(this.transform.position, this.name, Color.yellow);
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@ -78,6 +99,37 @@ namespace SanAndreasUnity.Behaviours.World
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Debug.LogFormat("OnTriggerEnter() - with {0}", collider.gameObject.name);
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Debug.LogFormat("OnTriggerEnter() - with {0}", collider.gameObject.name);
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}
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}
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System.Collections.IEnumerator AnimateArrow()
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{
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// place arrow at center
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float center = (this.minArrowPos + this.maxArrowPos) * 0.5f;
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this.arrowTransform.localPosition = this.arrowTransform.localPosition.WithY(center);
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yield return null;
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// move arrow up/down
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// set initial sign (direction of movement)
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float sign = Mathf.Sign(Random.Range(-1f, 1f));
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while (true)
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{
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float y = this.arrowTransform.localPosition.y;
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y += sign * this.arrowMoveSpeed * Time.deltaTime;
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if (y >= this.maxArrowPos || y <= this.minArrowPos)
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{
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// clamp
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y = Mathf.Clamp(y, this.minArrowPos, this.maxArrowPos);
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// flip direction
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sign = - sign;
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}
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this.arrowTransform.localPosition = this.arrowTransform.localPosition.WithY(y);
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yield return null;
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}
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}
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}
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}
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}
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}
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