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Green room updating and main room
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using UnityEngine;
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using System.Collections;
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||||
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public class MoveAndReturn : MonoBehaviour
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{
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[SerializeField]
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private float distance = 5f; // Distance to move along the selected axis
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[SerializeField]
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private Axis axisOfMovement = Axis.X; // Axis of movement (default is X axis)
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[SerializeField]
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[SerializeField]
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private float pauseDuration = 1f; // Duration of pause after completing the specified number of cycles
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private Vector3 startingPosition;
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private Vector3 targetPosition;
|
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private bool movingForward = true;
|
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private int cyclesCompleted = 0;
|
||||
|
||||
// Enumeration for the axis of movement
|
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public enum Axis
|
||||
{
|
||||
X,
|
||||
Y,
|
||||
Z
|
||||
}
|
||||
|
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private void Start()
|
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{
|
||||
// Save the starting position of the object
|
||||
startingPosition = transform.position;
|
||||
|
||||
// Calculate the target position based on the selected axis and distance
|
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switch (axisOfMovement)
|
||||
{
|
||||
case Axis.X:
|
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targetPosition = startingPosition + new Vector3(distance, 0, 0);
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break;
|
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case Axis.Y:
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targetPosition = startingPosition + new Vector3(0, distance, 0);
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break;
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case Axis.Z:
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targetPosition = startingPosition + new Vector3(0, 0, distance);
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break;
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}
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// Start the movement coroutine
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StartCoroutine(MoveObject());
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}
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private IEnumerator MoveObject()
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{
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while (true)
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{
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// Move the object towards the target position
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if (movingForward)
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{
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transform.position = Vector3.MoveTowards(transform.position, targetPosition, speed * Time.deltaTime);
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// If the object reaches the target position, start moving back
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if (transform.position == targetPosition)
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movingForward = false;
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}
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// Move the object back to the starting position
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else
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{
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transform.position = Vector3.MoveTowards(transform.position, startingPosition, speed * Time.deltaTime);
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|
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// If the object reaches the starting position, start moving forward again
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if (transform.position == startingPosition)
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{
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movingForward = true;
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cyclesCompleted++;
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// Check if the specified number of cycles are completed
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if (cyclesCompleted == numberOfCycles)
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{
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// Pause for the specified duration after completing the cycles
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yield return new WaitForSeconds(pauseDuration);
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cyclesCompleted = 0; // Reset the cycle count
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}
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}
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}
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yield return null; // Wait for the next frame
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}
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}
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}
|
@ -1,68 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class MoveAndReturn : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private float distance = 5f; // Distance to move along the selected axis
|
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|
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[SerializeField]
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private Axis axisOfMovement = Axis.X; // Axis of movement (default is X axis)
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[SerializeField]
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private float speed = 2f; // Speed of movement
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private Vector3 startingPosition;
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private Vector3 targetPosition;
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private bool movingForward = true;
|
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|
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// Enumeration for the axis of movement
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public enum Axis
|
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{
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X,
|
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Y,
|
||||
Z
|
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}
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private void Start()
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{
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// Save the starting position of the object
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startingPosition = transform.position;
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|
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}
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private void Update()
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{
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// Calculate the target position based on the selected axis and distance
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switch (axisOfMovement)
|
||||
{
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case Axis.X:
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targetPosition = startingPosition + new Vector3(distance, 0, 0);
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break;
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case Axis.Y:
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targetPosition = startingPosition + new Vector3(0, distance, 0);
|
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break;
|
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case Axis.Z:
|
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targetPosition = startingPosition + new Vector3(0, 0, distance);
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break;
|
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}
|
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// Move the object towards the target position
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if (movingForward)
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{
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transform.position = Vector3.MoveTowards(transform.position, targetPosition, speed * Time.deltaTime);
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|
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// If the object reaches the target position, start moving back
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if (transform.position == targetPosition)
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movingForward = false;
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}
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// Move the object back to the starting position
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else
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{
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transform.position = Vector3.MoveTowards(transform.position, startingPosition, speed * Time.deltaTime);
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|
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// If the object reaches the starting position, start moving forward again
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if (transform.position == startingPosition)
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movingForward = true;
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}
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}
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}
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Loading…
Reference in New Issue
Block a user