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185
Assets/Scripts/SacksGame/SaltosSacosController.cs
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185
Assets/Scripts/SacksGame/SaltosSacosController.cs
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using System.CodeDom;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SaltosSacosController : MonoBehaviour
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{
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[SerializeField] CharacterController controller = default;
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[SerializeField] public Animator anim;
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[SerializeField] bool isPlayable;
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[Header("Jump Settings")]
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[SerializeField, Min(0)] float jumpHeight;
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[SerializeField, Min(0)] float jumpDistance;
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[SerializeField, Min(0)] float jumpTime;
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[SerializeField] float gravity = -9.8f;
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[Header("Detect Collisions")]
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[SerializeField] Transform groundCheck = default;
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[SerializeField, Range(0, .5f)] float groundDistance = .4f;
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[SerializeField]LayerMask groundMask;
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bool isGrounded;
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[Header("Fall Settings")]
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[SerializeField] float fallingTime;
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[Header("IA Settings")]
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[SerializeField, Min(0)] float maxDesviation;
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Vector3 velocity;
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bool falling = false;
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bool gameFinished = false;
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bool gameStarted = false;
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[SerializeField] MeshRenderer meshRenderer;
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[SerializeField] Material baseMaterial;
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[SerializeField] Material fallingMaterial;
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private float timeOfJump;
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private float timeSinceJump;
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private SacksGameController gameController;
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private void Awake()
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{
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if(gameObject.CompareTag("Player"))
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anim = GetComponent<CharacterIdController>().SetPlayerCustom();
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}
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// Update is called once per frame
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void Update()
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{
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if (isPlayable && gameStarted && !gameFinished)
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{
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if (Input.GetKeyDown(KeyCode.W))
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{
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CheckJump();
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}
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}
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if (!IsGrounded())
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{
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velocity.y += gravity * Time.deltaTime;
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controller.Move(velocity * Time.deltaTime);
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timeOfJump += Time.deltaTime;
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} else
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{
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timeOfJump = 0;
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velocity.y = -4f;
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controller.Move(velocity * Time.deltaTime);
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}
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}
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public bool GetIsPlayable()
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{
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return isPlayable;
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}
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private void CheckJump()
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{
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if (IsGrounded())
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{
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if (!falling)
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{
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Jump();
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}
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} else
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{
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Fall();
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}
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}
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private void Fall()
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{
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StartCoroutine(FallCoroutine());
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}
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private void Jump()
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{
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StartCoroutine(JumpCoroutine());
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if (isPlayable)
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{
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AudioManager.instance.PlayOneShot("SFX_saltoSacos" + Random.Range(1, 5), true);
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}
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else
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{
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AudioManager.instance.PlayOneShot("SFX_saltoSacosEnemigos", true);
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}
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}
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private IEnumerator JumpCoroutine()
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{
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float i = 0;
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while (i < jumpTime)
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{
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anim.SetTrigger("SacksJump");
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Vector3 jumpVelocity = new Vector3(jumpDistance, jumpHeight, 0);
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controller.Move(jumpVelocity * Time.deltaTime);
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i += Time.deltaTime;
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yield return null;
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}
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}
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private IEnumerator FallCoroutine()
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{
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falling = true;
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meshRenderer.material = fallingMaterial;
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yield return new WaitForSecondsRealtime(fallingTime);
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meshRenderer.material = baseMaterial;
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falling = false;
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}
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private IEnumerator IA_Jump()
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{
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Debug.Log("IA Jump Started");
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float firstWait = Random.Range(0.1f, 0.3f);
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yield return new WaitForSecondsRealtime(firstWait);
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while (!gameFinished)
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{
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float totalTimeToWait = jumpTime;
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int desviation = Random.Range(0,14);
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float timeToWait = 0;
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if (desviation > 0)
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{
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timeToWait = Random.Range(0.12f, 0.15f);
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totalTimeToWait += timeToWait;
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} else
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{
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timeToWait = Random.Range(0.05f, 0.1f);
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totalTimeToWait += timeToWait;
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}
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CheckJump();
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yield return new WaitForSecondsRealtime(totalTimeToWait);
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}
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}
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public void StartGame(SacksGameController controller)
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{
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gameController = controller;
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gameStarted = true;
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if (isPlayable == false)
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{
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StartCoroutine(IA_Jump());
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}
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}
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public void GameOver()
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{
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gameFinished = true;
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}
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private bool IsGrounded()
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{
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return Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("FinishLine"))
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{
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gameController.GameOver(this.gameObject);
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}
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}
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}
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