[TASK] Working on duck-catching minigame
181
Assets/CatchMinigameController.cs
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class CatchMinigameController : MonoBehaviour
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{
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private int _score;
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public int Score
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{
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get { return _score; }
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set
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{
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_score = value;
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scoreText.text = "Score: " + _score;
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}
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}
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public float minSpawnForce = 100;
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public float maxSpawnForce = 400;
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public Transform leftSpawnPoint;
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public Transform rightSpawnPoint;
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public Collider duckCaughtCollider;
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public TMP_Text scoreText;
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public float netCooldown = 0.5f;
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public float netVelocity = 10f;
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public Vector3 netDisplacement = Vector3.up * 4;
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public GameObject net;
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public ParticleSystem duckCollectEffect;
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// When ducks leave the river bounds, they're disabled
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public Bounds riverBounds;
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public float avgSpawnsPerSecond = 5;
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public Transform duckParent;
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public Transform duckCollectEffectParent;
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public FloatingDuckController floatingDuckPrefab;
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private List<FloatingDuckController> activeDucks = new List<FloatingDuckController>();
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private Queue<FloatingDuckController> floatingDuckPool = new Queue<FloatingDuckController>();
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private Queue<ParticleSystem> duckCollectEffectPool = new Queue<ParticleSystem>();
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private bool _netMoving = false;
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public void ResetMinigame()
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{
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Score = 0;
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for (var i = 0; i < activeDucks.Count; i++)
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{
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floatingDuckPool.Enqueue(activeDucks[i]);
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}
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activeDucks.Clear();
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}
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void Update()
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{
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var spawnChance = Time.deltaTime * avgSpawnsPerSecond;
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if (Random.value <= spawnChance)
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{
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var left = leftSpawnPoint.position;
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var right = rightSpawnPoint.position;
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var diff = left - right;
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var pos = right + (diff * Random.value);
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FloatingDuckController duck;
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if (floatingDuckPool.Count > 0)
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{
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duck = floatingDuckPool.Dequeue();
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var duckTransform = duck.transform;
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duckTransform.position = pos;
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duckTransform.rotation = Quaternion.identity;
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duck.initialForce = Vector3.left * ((maxSpawnForce - minSpawnForce) * Random.value);
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duck.gameObject.SetActive(true);
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}
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else
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||||||
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{
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duck = Instantiate(floatingDuckPrefab, pos, Quaternion.identity, duckParent);
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duck.initialForce = Vector3.left * ((maxSpawnForce - minSpawnForce) * Random.value);
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duck.duckCaughtCollider = duckCaughtCollider;
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duck.DuckCaught += (obj, args) =>
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{
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Score++;
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DisableDuck(duck);
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if (duckCollectEffect != null)
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{
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ParticleSystem effect;
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if (duckCollectEffectPool.Count > 0)
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{
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effect = duckCollectEffectPool.Dequeue();
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effect.gameObject.SetActive(true);
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effect.transform.position = duck.transform.position;
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}
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else
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{
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effect = Instantiate(duckCollectEffect, duck.transform.position, duckCollectEffect.transform.rotation, duckCollectEffectParent);
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}
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effect.Play();
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StartCoroutine(PoolEffectWhenFinished(effect));
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}
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};
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}
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activeDucks.Add(duck);
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}
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for (var i = 0; i < activeDucks.Count; i++)
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{
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var duck = activeDucks[i];
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if (!riverBounds.Contains(duck.transform.position))
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{
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DisableDuck(i);
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i--;
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}
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}
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if (Input.GetMouseButtonDown(0) && !_netMoving)
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{
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// Activate the net
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StartCoroutine(MoveNet());
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}
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}
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private IEnumerator PoolEffectWhenFinished(ParticleSystem effect)
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||||||
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{
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while (effect.isPlaying)
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||||||
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{
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||||||
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yield return null;
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||||||
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}
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||||||
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effect.gameObject.SetActive(false);
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duckCollectEffectPool.Enqueue(effect);
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}
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private void DisableDuck(FloatingDuckController duck)
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{
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DisableDuck(activeDucks.IndexOf(duck));
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}
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private void DisableDuck(int i)
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{
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var duck = activeDucks[i];
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activeDucks.RemoveAt(i);
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duck.gameObject.SetActive(false);
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floatingDuckPool.Enqueue(duck);
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}
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private IEnumerator MoveNet()
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{
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_netMoving = true;
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var totalTime = netDisplacement.magnitude / netVelocity;
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var time = 0f;
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var originalNetPosition = net.transform.position;
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while (time < totalTime)
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{
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time += Time.deltaTime;
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net.transform.position = originalNetPosition + (netDisplacement * (time / totalTime));
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yield return null;
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}
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time = 0f;
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while (time < netCooldown)
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||||||
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{
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time += Time.deltaTime;
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net.transform.position = originalNetPosition + netDisplacement - (netDisplacement * (time / netCooldown));
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yield return null;
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}
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net.transform.position = originalNetPosition;
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_netMoving = false;
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}
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}
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11
Assets/CatchMinigameController.cs.meta
Normal file
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fileFormatVersion: 2
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guid: d9f01f93a4434f94e9639ea8e98e6d2c
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MonoImporter:
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externalObjects: {}
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46
Assets/FloatingDuckController.cs
Normal file
@@ -0,0 +1,46 @@
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using System;
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using System.Collections;
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||||||
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using System.Collections.Generic;
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||||||
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using UnityEngine;
|
||||||
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|
||||||
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public class FloatingDuckController : MonoBehaviour
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||||||
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{
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||||||
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public Vector3 initialForce = new Vector3(-100, 0, 0);
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public float minimumVelocity = 3;
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||||||
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||||||
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public Collider duckCaughtCollider;
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||||||
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public event EventHandler DuckCaught;
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||||||
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||||||
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private Rigidbody _rigidbody;
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||||||
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||||||
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private void Awake()
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||||||
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{
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_rigidbody = GetComponent<Rigidbody>();
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||||||
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}
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||||||
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private void OnEnable()
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{
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_rigidbody.velocity = Vector3.zero;
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_rigidbody.AddForce(initialForce);
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}
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private void Update()
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||||||
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{
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if (_rigidbody.velocity.magnitude < minimumVelocity)
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{
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_rigidbody.velocity = _rigidbody.velocity.normalized * minimumVelocity;
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}
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}
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||||||
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private void OnTriggerEnter(Collider other)
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{
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if (other == duckCaughtCollider)
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{
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||||||
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if (DuckCaught != null)
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||||||
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{
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||||||
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DuckCaught.Invoke(this, EventArgs.Empty);
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}
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}
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}
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}
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11
Assets/FloatingDuckController.cs.meta
Normal file
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Assets/Frictionless.physicMaterial
Normal file
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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Assets/Grids & Nets textures pack/Camo 01.meta
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Normal file
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