add ckg
plantilla base para movimiento básico
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@@ -0,0 +1,151 @@
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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 railTriggerSystem : MonoBehaviour
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{
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[Header ("Main Settings")]
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[Space]
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public string tagToCheck;
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public bool railZoneActive = true;
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public float bezierDuration;
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public BezierSpline railSpline;
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public bool checkOnTriggerEnter = true;
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public bool checkOnTriggerExit = true;
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[Space]
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[Header ("Reverse Direction Settings")]
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[Space]
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public bool setCanChangeDirectionEnabled;
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public bool canChangeDirectionEnabled;
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[Space]
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[Header ("Remote Events Settings")]
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[Space]
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public bool useRemoteEvents;
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public bool useRemoteEventOnStart;
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public List<string> remoteEventNameListOnStart = new List<string> ();
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public bool useRemoteEventOnEnd;
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public List<string> remoteEventNameListOnEnd = new List<string> ();
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GameObject currentPlayer;
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void OnTriggerEnter (Collider col)
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{
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checkTriggerInfo (col, true);
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}
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void OnTriggerExit (Collider col)
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{
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checkTriggerInfo (col, false);
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}
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public void checkTriggerInfo (Collider col, bool isEnter)
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{
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if (!railZoneActive) {
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return;
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}
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if (isEnter) {
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if (!checkOnTriggerEnter) {
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return;
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}
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} else {
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if (!checkOnTriggerExit) {
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return;
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}
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}
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if (!col.gameObject.CompareTag (tagToCheck)) {
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return;
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}
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if (isEnter) {
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currentPlayer = col.gameObject;
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playerComponentsManager currentPlayerComponentsManager = currentPlayer.GetComponent<playerComponentsManager> ();
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if (currentPlayerComponentsManager != null) {
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externalControllerBehavior railExternalControllerBehavior = currentPlayerComponentsManager.getRailExternalControllerBehavior ();
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if (railExternalControllerBehavior != null) {
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railSystem currentRailSystem = railExternalControllerBehavior.GetComponent<railSystem> ();
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currentRailSystem.setCurrentSpline (railSpline);
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currentRailSystem.setCurrentBezierDuration (bezierDuration);
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currentRailSystem.setRailSystemActivestate (true);
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checkRemoteEvents (true, currentPlayer);
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if (setCanChangeDirectionEnabled) {
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currentRailSystem.setCanChangeDirectionEnabledState (canChangeDirectionEnabled);
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}
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}
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}
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} else {
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currentPlayer = col.gameObject;
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playerComponentsManager currentPlayerComponentsManager = currentPlayer.GetComponent<playerComponentsManager> ();
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if (currentPlayerComponentsManager != null) {
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externalControllerBehavior railExternalControllerBehavior = currentPlayerComponentsManager.getRailExternalControllerBehavior ();
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if (railExternalControllerBehavior != null) {
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railSystem currentRailSystem = railExternalControllerBehavior.GetComponent<railSystem> ();
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currentRailSystem.setRailSystemActivestate (false);
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currentRailSystem.setCurrentSpline (null);
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checkRemoteEvents (false, currentPlayer);
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if (setCanChangeDirectionEnabled) {
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currentRailSystem.setOriginalCanChangeDirectionEnabled ();
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}
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}
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}
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}
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}
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void checkRemoteEvents (bool state, GameObject objectToCheck)
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{
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if (!useRemoteEvents) {
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return;
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}
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if (state) {
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if (useRemoteEventOnStart) {
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remoteEventSystem currentRemoteEventSystem = objectToCheck.GetComponent<remoteEventSystem> ();
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if (currentRemoteEventSystem != null) {
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for (int i = 0; i < remoteEventNameListOnStart.Count; i++) {
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currentRemoteEventSystem.callRemoteEvent (remoteEventNameListOnStart [i]);
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}
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}
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}
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} else {
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if (useRemoteEventOnEnd) {
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remoteEventSystem currentRemoteEventSystem = objectToCheck.GetComponent<remoteEventSystem> ();
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if (currentRemoteEventSystem != null) {
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for (int i = 0; i < remoteEventNameListOnEnd.Count; i++) {
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currentRemoteEventSystem.callRemoteEvent (remoteEventNameListOnEnd [i]);
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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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