add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

View File

@@ -57,6 +57,8 @@ public class matchPlayerToTargetSystem : MonoBehaviour
public bool checkMaxVerticalDistanceWithTarget;
public float maxVerticalDistanceWithTarget;
public bool useLocalVerticalDistance;
[Space]
public bool checkIfObstaclesToTarget;
@@ -261,6 +263,13 @@ public class matchPlayerToTargetSystem : MonoBehaviour
movementCoroutine = StartCoroutine (activateMatchPositionCoroutine (targetToUse, customOffset));
}
public void stopMovementIfActive ()
{
if (movementActive) {
stopMovement ();
}
}
public void stopMovement ()
{
if (movementCoroutine != null) {
@@ -317,6 +326,10 @@ public class matchPlayerToTargetSystem : MonoBehaviour
float targetToUseRadius = GKC_Utils.getCharacterRadius (targetToUse);
currentPositionOffset += mainPlayerController.getCharacterRadius () + targetToUseRadius;
if (showDebugPrint) {
print ("current character radius obtained " + targetToUseRadius);
}
}
if (adjustVerticalPositionEnabled) {
@@ -511,7 +524,33 @@ public class matchPlayerToTargetSystem : MonoBehaviour
}
}
if (!ignoreRestOfChecks) {
bool ignoreCurrentTarget = false;
if (checkMaxVerticalDistanceWithTarget) {
float verticalDistance = 0;
if (useLocalVerticalDistance) {
verticalDistance = verticalDistanceInLocalDirection (playerTransform, charactersAround [i]);
} else {
verticalDistance = Mathf.Abs (characterPosition.y - currentPlayerPosition.y);
}
if (showDebugPrint) {
print ("vertical distance obtained for " + charactersAround [i].name + " " + verticalDistance);
}
if (verticalDistance > maxVerticalDistanceWithTarget) {
transformToMatchPosition = null;
ignoreCurrentTarget = true;
if (showDebugPrint) {
print ("vertical distance too long " + verticalDistance);
}
}
}
if (!ignoreRestOfChecks && !ignoreCurrentTarget) {
//unity takes the resolution of the main screen if the press or input is done on
//the editor it self, instead of taking the resolution of the game window
@@ -523,18 +562,6 @@ public class matchPlayerToTargetSystem : MonoBehaviour
canBeChecked = true;
}
if (checkMaxVerticalDistanceWithTarget) {
float verticalDistance = Mathf.Abs (characterPosition.y - currentPlayerPosition.y);
if (verticalDistance > maxVerticalDistanceWithTarget) {
canBeChecked = false;
if (showDebugPrint) {
print ("vertical distance too long " + verticalDistance);
}
}
}
if (checkIfObstaclesToTarget) {
RaycastHit hit;
@@ -578,6 +605,15 @@ public class matchPlayerToTargetSystem : MonoBehaviour
return transformToMatchPosition;
}
//future check to get the distance locally instead of using the Y axis
float verticalDistanceInLocalDirection (Transform a, Transform b)
{
Vector3 direction = b.position - a.position;
return Mathf.Abs (Vector3.Dot (direction, a.up));
}
void checkEventsOnTargetsChange (bool state)
{
if (useEventsOnTargetsChange) {