Add JumpPad feature with prefab and adapter implementation
This commit is contained in:
138
Assets/Materials/Jump pad.mat
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138
Assets/Materials/Jump pad.mat
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Assets/Materials/Jump pad.mat.meta
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131
Assets/Prefabs/Jump pad.prefab
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131
Assets/Prefabs/Jump pad.prefab
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7
Assets/Prefabs/Jump pad.prefab.meta
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25
Assets/Scripts/Infrastructure/Unity/JumpPadAdapter.cs
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25
Assets/Scripts/Infrastructure/Unity/JumpPadAdapter.cs
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@@ -0,0 +1,25 @@
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using System;
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using UnityEngine;
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namespace Infrastructure.Unity
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{
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public class JumpPadAdapter : MonoBehaviour
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{
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[SerializeField] private float jumpForce = 15f;
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[SerializeField] private ParticleSystem jumpVfx;
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private void OnTriggerEnter(Collider other)
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{
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if (other.TryGetComponent<PlayerController>(out var player))
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{
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var vel = player.Rigidbody.linearVelocity;
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vel.y = 0f;
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player.Rigidbody.linearVelocity = vel;
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player.Rigidbody.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
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if (jumpVfx) jumpVfx.Play();
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 5de94b384aac49a7baa41967735126b0
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timeCreated: 1765574197
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@@ -9,6 +9,7 @@ namespace Infrastructure.Unity
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[Header("Prefabs")]
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[SerializeField] private TileViewAdapter tilePrefab;
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[SerializeField] private ParticleSystem tileBreakVfxPrefab;
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[SerializeField] private JumpPadAdapter jumpPadPrefab;
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[Header("Settings")]
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[SerializeField] private int gridSizeX = 10;
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@@ -44,6 +45,14 @@ namespace Infrastructure.Unity
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var pos = new Vector3(coord.x - xOffset, yOffset, coord.y - zOffset);
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CreateTile(pos, $"{floorIndex}_{coord.x}_{coord.y}", floorIndex, soundManager, allTiles, tileViews);
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}
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if (floorIndex > 0 && jumpPadPrefab)
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{
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var validSpot = coordinates[Random.Range(0, coordinates.Count)];
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var padPos = new Vector3(validSpot.x - xOffset, yOffset + 0.6f, validSpot.y - zOffset);
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Instantiate(jumpPadPrefab, padPos, Quaternion.identity, transform);
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}
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}
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private void CreateTile(Vector3 position, string id, int floorIndex, SoundManager soundManager,
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@@ -3,10 +3,11 @@
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--- !u!55 &1
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@@ -16,11 +17,11 @@ PhysicsManager:
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