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mirror of https://projects.caleb-brown.dev/UDRI-XRT/UDRIGEEKCup2024.git synced 2025-01-22 07:08:51 -05:00

Merge pull request 'Obstical-Work' (#27) from Obstical-Work into development

Reviewed-on: https://udrimavric.com/MAVRIC/UDRIGolf2024/pulls/27
This commit is contained in:
Caleb Brown 2024-04-23 18:38:36 +00:00
commit e36570f22c
20 changed files with 5323 additions and 318 deletions

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

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using Unity.Mathematics;
using UnityEngine;
namespace MAVRIC.GEEKCup
{
public class MoveFloor : MonoBehaviour
{
[Range(0f, 10f)]
[SerializeField] private float speed = 1f;
[Range(0f, 10f)]
[SerializeField] private float distance = 1f;
[PostNormalize]
[SerializeField] private Vector3 direction = Vector3.right;
private Vector3 startPos;
private void Start()
{
startPos = transform.position;
}
private void Update()
{
if (Vector3.Distance(startPos, transform.position) > distance || Vector3.Distance(startPos, transform.position) < -distance)
{
direction *= -1;
}
var speedScaled = speed * Time.deltaTime;
transform.Translate(direction.normalized * speedScaled, Space.Self);
}
}
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using UnityEngine;
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private float startTime; // Time when the rotation started
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