add ckg
plantilla base para movimiento básico
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@@ -0,0 +1,110 @@
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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 objectToUseMatchTargetSystem : MonoBehaviour
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{
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[Header ("Main Settings")]
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[Space]
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public bool matchTargetSystemEnabled = true;
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[Space]
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public bool checkObjectTag;
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public List<string> tagsToLocate = new List<string> ();
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[Space]
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public bool checkObjectLayer;
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public LayerMask layerToCheckTargets;
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[Space]
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[Header ("Components")]
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[Space]
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public Transform mainCharacterTransform;
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List<matchPlayerToTargetSystem> currentMatchPlayerToTargetSystemList = new List<matchPlayerToTargetSystem> ();
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void OnTriggerEnter (Collider other)
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{
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checkTriggerInfo (other.gameObject, true);
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}
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void OnTriggerExit (Collider other)
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{
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checkTriggerInfo (other.gameObject, false);
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}
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void checkTriggerInfo (GameObject objectToCheck, bool isEnter)
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{
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if (!matchTargetSystemEnabled) {
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return;
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}
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bool checkObjectResult = false;
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if (checkObjectTag) {
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if (tagsToLocate.Contains (objectToCheck.tag)) {
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checkObjectResult = true;
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}
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}
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if (checkObjectLayer) {
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if (canCheckObject (objectToCheck.layer)) {
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checkObjectResult = true;
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}
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}
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if (checkObjectResult) {
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playerComponentsManager currentPlayerComponentsManager = objectToCheck.GetComponent<playerComponentsManager> ();
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if (currentPlayerComponentsManager != null) {
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matchPlayerToTargetSystem currentMatchPlayerToTargetSystem = currentPlayerComponentsManager.getMatchPlayerToTargetSystem ();
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if (currentMatchPlayerToTargetSystem != null) {
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if (isEnter) {
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if (!currentMatchPlayerToTargetSystemList.Contains (currentMatchPlayerToTargetSystem)) {
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currentMatchPlayerToTargetSystem.addCharacterAround (mainCharacterTransform);
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currentMatchPlayerToTargetSystemList.Add (currentMatchPlayerToTargetSystem);
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}
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} else {
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if (currentMatchPlayerToTargetSystemList.Contains (currentMatchPlayerToTargetSystem)) {
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currentMatchPlayerToTargetSystem.removeCharacterAround (mainCharacterTransform);
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currentMatchPlayerToTargetSystemList.Remove (currentMatchPlayerToTargetSystem);
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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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public void removeAllMatchTargetList ()
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{
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if (!matchTargetSystemEnabled) {
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return;
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}
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for (int i = 0; i < currentMatchPlayerToTargetSystemList.Count; i++) {
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currentMatchPlayerToTargetSystemList [i].removeCharacterAround (mainCharacterTransform);
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}
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currentMatchPlayerToTargetSystemList.Clear ();
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}
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bool canCheckObject (int suspectLayer)
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{
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if ((1 << suspectLayer & layerToCheckTargets.value) == 1 << suspectLayer) {
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return true;
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}
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return false;
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}
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}
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