add pause menu, improve respawn, improve player UI
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@ -6,8 +6,17 @@ public class AIHovercarController : BaseHovercarController
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public float hoverHeight = 3.0f;
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public float positionAdjustmentSpeed = 10.0f;
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public float raycastDistance = 10.0f;
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[Tooltip("Layer mask for smooth terrain.")]
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public LayerMask smoothTerrainLayer;
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[Tooltip("Layer mask for bumpy terrain.")]
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public LayerMask bumpyTerrainLayer;
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[Header("Position Adjustment Speeds")]
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[Tooltip("Adjustment speed when hovering over smooth terrain.")]
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public float smoothPositionAdjustmentSpeed = 10.0f;
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[Tooltip("Adjustment speed when hovering over bumpy terrain.")]
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public float bumpyPositionAdjustmentSpeed = 5.0f;
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[Header("Movement Settings")]
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public float movementSpeed = 10.0f; // Max speed
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public float acceleration = 5.0f; // How quickly to accelerate
|
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@ -53,6 +62,7 @@ public class AIHovercarController : BaseHovercarController
|
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private float currentSpeed = 0.0f;
|
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private Rigidbody rb;
|
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private RacerProgress racerProgress;
|
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// Timer for lost ground/track contact
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private float noContactTimer = 0.0f;
|
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@ -62,7 +72,13 @@ public class AIHovercarController : BaseHovercarController
|
||||
void Start()
|
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{
|
||||
rb = GetComponent<Rigidbody>();
|
||||
rb.useGravity = false;
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||||
rb.useGravity = false;// Disable gravity for hover stability
|
||||
|
||||
racerProgress = GetComponent<RacerProgress>();
|
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if (racerProgress == null)
|
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{
|
||||
Debug.LogWarning("No RacerProgress component found on this vehicle!");
|
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}
|
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}
|
||||
|
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void FixedUpdate()
|
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@ -97,7 +113,11 @@ public class AIHovercarController : BaseHovercarController
|
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RaycastHit hit;
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Vector3 rayOrigin = transform.position;
|
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if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, terrainLayer))
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// Combine both terrain layers for the raycast.
|
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LayerMask combinedLayer = smoothTerrainLayer | bumpyTerrainLayer;
|
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|
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// Cast a ray downward to detect the terrain.
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if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, combinedLayer))
|
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{
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groundContact = true;
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@ -125,7 +145,14 @@ public class AIHovercarController : BaseHovercarController
|
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worldNormal2 * hit.barycentricCoordinate.y +
|
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worldNormal3 * hit.barycentricCoordinate.z;
|
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interpolatedNormal.Normalize();
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// Choose the appropriate adjustment speed based on which terrain layer was hit.
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float currentAdjustmentSpeed = smoothPositionAdjustmentSpeed;
|
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if (IsInLayerMask(hit.collider.gameObject, bumpyTerrainLayer))
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{
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currentAdjustmentSpeed = bumpyPositionAdjustmentSpeed;
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}
|
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// Compute the target hover position.
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Vector3 targetPosition = interpolatedPoint + interpolatedNormal * hoverHeight;
|
||||
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.fixedDeltaTime * positionAdjustmentSpeed);
|
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|
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@ -253,39 +280,34 @@ public class AIHovercarController : BaseHovercarController
|
||||
/// </summary>
|
||||
void ResetToCheckpoint()
|
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{
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if (checkpoints == null || checkpoints.Length == 0)
|
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{
|
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Debug.LogWarning("No checkpoints assigned in the Inspector.");
|
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return;
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}
|
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// Ensure checkpoints and progress tracking are valid.
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if (checkpoints == null || checkpoints.Length == 0)
|
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{
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Debug.LogWarning("No checkpoints have been assigned in the Inspector.");
|
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return;
|
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}
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if (racerProgress == null)
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{
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Debug.LogWarning("RacerProgress component is missing. Cannot reset to checkpoint.");
|
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return;
|
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}
|
||||
|
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int cpIndex = racerProgress.currentCheckpointIndex;
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if (cpIndex < 0 || cpIndex >= checkpoints.Length)
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{
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Debug.LogWarning("Invalid checkpoint index in RacerProgress!");
|
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return;
|
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}
|
||||
|
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// Determine the last checkpoint passed.
|
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int lastCheckpointIndex = currentCheckpointIndex - 1;
|
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if (lastCheckpointIndex < 0)
|
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{
|
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lastCheckpointIndex = checkpoints.Length - 1;
|
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}
|
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Transform lastCheckpoint = checkpoints[lastCheckpointIndex];
|
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// Get the last checkpoint.
|
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Transform lastCheckpoint = checkpoints[cpIndex];
|
||||
|
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// Find the nearest other checkpoint (to set the forward direction).
|
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Transform nearestOther = null;
|
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float nearestDistance = Mathf.Infinity;
|
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foreach (Transform cp in checkpoints)
|
||||
{
|
||||
if (cp == lastCheckpoint)
|
||||
continue;
|
||||
float d = Vector3.Distance(lastCheckpoint.position, cp.position);
|
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if (d < nearestDistance)
|
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{
|
||||
nearestDistance = d;
|
||||
nearestOther = cp;
|
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}
|
||||
}
|
||||
// Determine the next checkpoint in sequence.
|
||||
int nextCheckpointIndex = (cpIndex + 1) % checkpoints.Length;
|
||||
Transform nextCheckpoint = checkpoints[nextCheckpointIndex];
|
||||
|
||||
// Determine desired forward direction.
|
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Vector3 desiredForward = (nearestOther != null)
|
||||
? (nearestOther.position - lastCheckpoint.position).normalized
|
||||
: transform.forward;
|
||||
// Determine desired forward direction toward the next checkpoint.
|
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Vector3 desiredForward = (nextCheckpoint.position - lastCheckpoint.position).normalized;
|
||||
|
||||
// Determine the track’s surface normal to align the vehicle’s bottom.
|
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// Raycast downward from a point just above the checkpoint.
|
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@ -310,11 +332,19 @@ public class AIHovercarController : BaseHovercarController
|
||||
transform.position = lastCheckpoint.position;
|
||||
transform.rotation = desiredRotation;
|
||||
|
||||
// Clear any existing motion.
|
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// Clear any existing velocity.
|
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currentSpeed = 0f;
|
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rb.linearVelocity = Vector3.zero;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
|
||||
Debug.Log("AI reset to checkpoint: " + lastCheckpoint.name +
|
||||
(nearestOther != null ? " with front facing: " + nearestOther.name : ""));
|
||||
(nextCheckpoint != null ? " with front facing: " + nextCheckpoint.name : ""));
|
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}
|
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|
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|
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// Helper method to determine if a GameObject's layer is in a given LayerMask.
|
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private bool IsInLayerMask(GameObject obj, LayerMask mask)
|
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{
|
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return ((mask.value & (1 << obj.layer)) != 0);
|
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}
|
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}
|
||||
|
@ -4,9 +4,18 @@ public class StableHovercarController : BaseHovercarController
|
||||
{
|
||||
[Header("Hover Settings")]
|
||||
public float hoverHeight = 3.0f;
|
||||
public float positionAdjustmentSpeed = 10.0f;
|
||||
public float raycastDistance = 10.0f;
|
||||
public LayerMask terrainLayer;
|
||||
|
||||
[Tooltip("Layer mask for smooth terrain.")]
|
||||
public LayerMask smoothTerrainLayer;
|
||||
[Tooltip("Layer mask for bumpy terrain.")]
|
||||
public LayerMask bumpyTerrainLayer;
|
||||
|
||||
[Header("Position Adjustment Speeds")]
|
||||
[Tooltip("Adjustment speed when hovering over smooth terrain.")]
|
||||
public float smoothPositionAdjustmentSpeed = 10.0f;
|
||||
[Tooltip("Adjustment speed when hovering over bumpy terrain.")]
|
||||
public float bumpyPositionAdjustmentSpeed = 5.0f;
|
||||
|
||||
[Header("Movement Settings")]
|
||||
public float movementSpeed = 10.0f; // Max speed
|
||||
@ -28,7 +37,7 @@ public class StableHovercarController : BaseHovercarController
|
||||
private Rigidbody rb;
|
||||
private RacerProgress racerProgress;
|
||||
|
||||
// Timer for how long the raycast has failed to hit ground/track
|
||||
// Timer for how long the raycast has failed to hit ground/track.
|
||||
private float noContactTimer = 0.0f;
|
||||
// Flag that indicates whether a raycast hit was detected in this physics update.
|
||||
private bool groundContact = false;
|
||||
@ -72,8 +81,11 @@ public class StableHovercarController : BaseHovercarController
|
||||
RaycastHit hit;
|
||||
Vector3 rayOrigin = transform.position;
|
||||
|
||||
// Cast a ray downward to detect the terrain (or track geometry).
|
||||
if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, terrainLayer))
|
||||
// Combine both terrain layers for the raycast.
|
||||
LayerMask combinedLayer = smoothTerrainLayer | bumpyTerrainLayer;
|
||||
|
||||
// Cast a ray downward to detect the terrain.
|
||||
if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, combinedLayer))
|
||||
{
|
||||
// We have ground contact.
|
||||
groundContact = true;
|
||||
@ -102,14 +114,20 @@ public class StableHovercarController : BaseHovercarController
|
||||
Vector3 worldNormal1 = hit.collider.transform.TransformDirection(localNormal1);
|
||||
Vector3 worldNormal2 = hit.collider.transform.TransformDirection(localNormal2);
|
||||
Vector3 worldNormal3 = hit.collider.transform.TransformDirection(localNormal3);
|
||||
Vector3 interpolatedNormal = worldNormal1 * hit.barycentricCoordinate.x +
|
||||
Vector3 interpolatedNormal = (worldNormal1 * hit.barycentricCoordinate.x +
|
||||
worldNormal2 * hit.barycentricCoordinate.y +
|
||||
worldNormal3 * hit.barycentricCoordinate.z;
|
||||
interpolatedNormal.Normalize();
|
||||
worldNormal3 * hit.barycentricCoordinate.z).normalized;
|
||||
|
||||
// Choose the appropriate adjustment speed based on which terrain layer was hit.
|
||||
float currentAdjustmentSpeed = smoothPositionAdjustmentSpeed;
|
||||
if (IsInLayerMask(hit.collider.gameObject, bumpyTerrainLayer))
|
||||
{
|
||||
currentAdjustmentSpeed = bumpyPositionAdjustmentSpeed;
|
||||
}
|
||||
|
||||
// Compute the target hover position.
|
||||
Vector3 targetPosition = interpolatedPoint + interpolatedNormal * hoverHeight;
|
||||
rb.MovePosition(Vector3.Lerp(transform.position, targetPosition, Time.fixedDeltaTime * positionAdjustmentSpeed));
|
||||
rb.MovePosition(Vector3.Lerp(transform.position, targetPosition, Time.fixedDeltaTime * currentAdjustmentSpeed));
|
||||
|
||||
// Smoothly rotate the vehicle to align with the terrain.
|
||||
Quaternion targetRotation = Quaternion.FromToRotation(transform.up, interpolatedNormal) * transform.rotation;
|
||||
@ -148,87 +166,72 @@ public class StableHovercarController : BaseHovercarController
|
||||
rb.angularVelocity = transform.up * turn * Mathf.Deg2Rad;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the vehicle’s position to the last checkpoint reached (from RacerProgress) and orients it so that:
|
||||
/// - Its front faces the nearest (other) checkpoint.
|
||||
/// - Its bottom is aligned to the track (using a raycast and the specified track tag).
|
||||
/// </summary>
|
||||
void ResetToCheckpoint()
|
||||
void ResetToCheckpoint()
|
||||
{
|
||||
// Ensure checkpoints and progress tracking are valid.
|
||||
if (checkpoints == null || checkpoints.Length == 0)
|
||||
{
|
||||
// Make sure we have checkpoints.
|
||||
if (checkpoints == null || checkpoints.Length == 0)
|
||||
Debug.LogWarning("No checkpoints have been assigned in the Inspector.");
|
||||
return;
|
||||
}
|
||||
if (racerProgress == null)
|
||||
{
|
||||
Debug.LogWarning("RacerProgress component is missing. Cannot reset to checkpoint.");
|
||||
return;
|
||||
}
|
||||
|
||||
int cpIndex = racerProgress.currentCheckpointIndex;
|
||||
if (cpIndex < 0 || cpIndex >= checkpoints.Length)
|
||||
{
|
||||
Debug.LogWarning("Invalid checkpoint index in RacerProgress!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the last checkpoint.
|
||||
Transform lastCheckpoint = checkpoints[cpIndex];
|
||||
|
||||
// Determine the next checkpoint in sequence.
|
||||
int nextCheckpointIndex = (cpIndex + 1) % checkpoints.Length;
|
||||
Transform nextCheckpoint = checkpoints[nextCheckpointIndex];
|
||||
|
||||
// Determine desired forward direction toward the next checkpoint.
|
||||
Vector3 desiredForward = (nextCheckpoint.position - lastCheckpoint.position).normalized;
|
||||
|
||||
// Determine the track’s surface normal using a raycast.
|
||||
Vector3 desiredUp = Vector3.up; // Fallback if no track surface is detected.
|
||||
RaycastHit hit;
|
||||
Vector3 rayOrigin = lastCheckpoint.position + Vector3.up * 1.0f;
|
||||
if (Physics.Raycast(rayOrigin, -Vector3.up, out hit, trackRaycastDistance))
|
||||
{
|
||||
if (hit.collider.CompareTag(trackTag))
|
||||
{
|
||||
Debug.LogWarning("No checkpoints have been assigned in the Inspector.");
|
||||
return;
|
||||
}
|
||||
if (racerProgress == null)
|
||||
{
|
||||
Debug.LogWarning("RacerProgress component is missing. Cannot reset to checkpoint.");
|
||||
return;
|
||||
}
|
||||
int cpIndex = racerProgress.currentCheckpointIndex;
|
||||
if (cpIndex < 0 || cpIndex >= checkpoints.Length)
|
||||
{
|
||||
Debug.LogWarning("Invalid checkpoint index in RacerProgress!");
|
||||
return;
|
||||
desiredUp = -hit.normal;
|
||||
}
|
||||
}
|
||||
|
||||
// Position: use the checkpoint that the racer last reached.
|
||||
Transform lastCheckpoint = checkpoints[cpIndex];
|
||||
// Adjust the forward vector to be perpendicular to the track's surface.
|
||||
desiredForward = Vector3.ProjectOnPlane(desiredForward, desiredUp).normalized;
|
||||
|
||||
// Find the "other" checkpoint nearest to the last checkpoint.
|
||||
// (This will be used to determine the forward direction.)
|
||||
Transform nearestOther = null;
|
||||
float nearestDistance = Mathf.Infinity;
|
||||
foreach (Transform cp in checkpoints)
|
||||
{
|
||||
if (cp == lastCheckpoint)
|
||||
continue;
|
||||
float d = Vector3.Distance(lastCheckpoint.position, cp.position);
|
||||
if (d < nearestDistance)
|
||||
{
|
||||
nearestDistance = d;
|
||||
nearestOther = cp;
|
||||
}
|
||||
}
|
||||
// Build the final rotation.
|
||||
Quaternion desiredRotation = Quaternion.LookRotation(desiredForward, desiredUp);
|
||||
|
||||
// Determine desired forward:
|
||||
// If we found another checkpoint, aim toward it.
|
||||
// (Project the vector onto the plane defined by the desired up.)
|
||||
Vector3 desiredForward = (nearestOther != null)
|
||||
? (nearestOther.position - lastCheckpoint.position).normalized
|
||||
: transform.forward;
|
||||
// Reset position and orientation.
|
||||
transform.position = lastCheckpoint.position;
|
||||
transform.rotation = desiredRotation;
|
||||
|
||||
// Determine the track’s surface normal so we can align the vehicle’s bottom.
|
||||
// We cast a ray downward from a point just above the checkpoint.
|
||||
Vector3 desiredUp = Vector3.up; // Fallback if no track is detected.
|
||||
RaycastHit hit;
|
||||
Vector3 rayOrigin = lastCheckpoint.position + Vector3.up * 1.0f;
|
||||
if (Physics.Raycast(rayOrigin, -Vector3.up, out hit, trackRaycastDistance))
|
||||
{
|
||||
if (hit.collider.CompareTag(trackTag))
|
||||
{
|
||||
// To have the vehicle’s bottom (–transform.up) flush with the track,
|
||||
// we set our desired up vector to be the inverse of the track’s normal.
|
||||
desiredUp = -hit.normal;
|
||||
}
|
||||
}
|
||||
// Clear any existing velocity.
|
||||
currentSpeed = 0f;
|
||||
rb.linearVelocity = Vector3.zero;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
|
||||
// Now adjust the desired forward so that it is perpendicular to the desired up.
|
||||
desiredForward = Vector3.ProjectOnPlane(desiredForward, desiredUp).normalized;
|
||||
Debug.Log("Vehicle reset to checkpoint: " + lastCheckpoint.name +
|
||||
" with front facing: " + nextCheckpoint.name);
|
||||
}
|
||||
|
||||
// Build the final rotation.
|
||||
Quaternion desiredRotation = Quaternion.LookRotation(desiredForward, desiredUp);
|
||||
|
||||
// Reset position and orientation.
|
||||
transform.position = lastCheckpoint.position;
|
||||
transform.rotation = desiredRotation;
|
||||
|
||||
// Clear any existing motion.
|
||||
rb.linearVelocity = Vector3.zero;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
|
||||
Debug.Log("Vehicle reset to checkpoint: " + lastCheckpoint.name +
|
||||
(nearestOther != null ? " with front facing: " + nearestOther.name : ""));
|
||||
// Helper method to determine if a GameObject's layer is in a given LayerMask.
|
||||
private bool IsInLayerMask(GameObject obj, LayerMask mask)
|
||||
{
|
||||
return ((mask.value & (1 << obj.layer)) != 0);
|
||||
}
|
||||
}
|
||||
|
8
Assets/Scripts/PauseMenu.meta
Normal file
8
Assets/Scripts/PauseMenu.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9623346a93f6e094c813a88030cb938c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
73
Assets/Scripts/PauseMenu/PauseMenu.cs
Normal file
73
Assets/Scripts/PauseMenu/PauseMenu.cs
Normal file
@ -0,0 +1,73 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class PauseMenu : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private GameObject pauseMenuUI; // Drag the PauseMenuCanvas here.
|
||||
[SerializeField] private GameObject gameUI; // Drag the UICanvas here.
|
||||
|
||||
private bool isPaused = false;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetButtonDown("Pause"))
|
||||
{
|
||||
if (isPaused)
|
||||
ResumeGame();
|
||||
else
|
||||
PauseGame();
|
||||
}
|
||||
}
|
||||
|
||||
public void ResumeGame()
|
||||
{
|
||||
gameUI.SetActive(true);
|
||||
pauseMenuUI.SetActive(false);
|
||||
Time.timeScale = 1f; // Resume time
|
||||
isPaused = false;
|
||||
}
|
||||
|
||||
private void PauseGame()
|
||||
{
|
||||
gameUI.SetActive(false);
|
||||
pauseMenuUI.SetActive(true);
|
||||
Time.timeScale = 0f; // Pause time
|
||||
isPaused = true;
|
||||
}
|
||||
|
||||
public void RestartLevel()
|
||||
{
|
||||
Time.timeScale = 1f; // Reset time in case it's paused
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
|
||||
public void QuitToMainMenu()
|
||||
{
|
||||
Time.timeScale = 1f; // Reset time
|
||||
SceneManager.LoadScene("Menu"); // Replace with your main menu scene name
|
||||
}
|
||||
|
||||
// Called when the Controls button is clicked
|
||||
public void ShowControls()
|
||||
{
|
||||
// Show the controls UI or panel (handled in the next step)
|
||||
controlsPanel.SetActive(true);
|
||||
}
|
||||
|
||||
// Reference to the controls panel
|
||||
[Tooltip("The instance of the Controls Panel")]
|
||||
public GameObject controlsPanel;
|
||||
|
||||
// Hide the panel when returning to the main menu
|
||||
public void HideControls()
|
||||
{
|
||||
controlsPanel.SetActive(false);
|
||||
}
|
||||
|
||||
// Called when the Quit button is clicked
|
||||
public void QuitGame()
|
||||
{
|
||||
Debug.Log("Quitting the game..."); // For testing in the editor
|
||||
Application.Quit(); // Only works in a built game
|
||||
}
|
||||
}
|
2
Assets/Scripts/PauseMenu/PauseMenu.cs.meta
Normal file
2
Assets/Scripts/PauseMenu/PauseMenu.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6eb15abbc8708814895e79627eaefa1c
|
@ -32,6 +32,9 @@ public class RaceManager : MonoBehaviour
|
||||
|
||||
private RacerProgress playerProgress;
|
||||
|
||||
private string[] placeMapping = { "1st", "2nd", "3rd"};
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
@ -91,7 +94,11 @@ public class RaceManager : MonoBehaviour
|
||||
/// </summary>
|
||||
private void UpdatePositionUI(int position)
|
||||
{
|
||||
playerPositionText.text = position + "/" + racers.Count;
|
||||
if (position < 4) {
|
||||
playerPositionText.text = placeMapping[position-1];
|
||||
} else {
|
||||
playerPositionText.text = position + "th";
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -33,28 +33,28 @@ MonoBehaviour:
|
||||
m_Settings:
|
||||
m_SettingsList:
|
||||
m_List:
|
||||
- rid: 422771693768147018
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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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||||
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||||
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||||
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||||
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|
||||
- rid: 6527416841684648061
|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
- rid: 422771693768147025
|
||||
- rid: 422771693768147026
|
||||
- rid: 422771693768147027
|
||||
- rid: 6527416841684648062
|
||||
- rid: 6527416841684648063
|
||||
- rid: 6527416841684648064
|
||||
- rid: 6527416841684648065
|
||||
- rid: 6527416841684648066
|
||||
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|
||||
- rid: 6852985685364965392
|
||||
- rid: 422771693768147028
|
||||
- rid: 6527416841684648068
|
||||
- rid: 6852985685364965394
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||||
- rid: 8712630790384254976
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||||
- rid: 6954400632628051968
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||||
- rid: 422771693768147029
|
||||
- rid: 6527416841684648069
|
||||
m_RuntimeSettings:
|
||||
m_List:
|
||||
- rid: 6852985685364965378
|
||||
@ -97,14 +97,14 @@ MonoBehaviour:
|
||||
references:
|
||||
version: 2
|
||||
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|
||||
- rid: 422771693768147018
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||||
- rid: 6527416841684648058
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||||
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||||
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|
||||
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||||
m_StripUnusedPostProcessingVariants: 1
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||||
m_StripUnusedVariants: 1
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||||
m_StripScreenCoordOverrideVariants: 1
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||||
- rid: 422771693768147019
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||||
- rid: 6527416841684648059
|
||||
type: {class: UniversalRenderPipelineEditorShaders, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
|
||||
data:
|
||||
m_AutodeskInteractive: {fileID: 4800000, guid: 0e9d5a909a1f7e84882a534d0d11e49f, type: 3}
|
||||
@ -116,7 +116,7 @@ MonoBehaviour:
|
||||
m_DefaultSpeedTree7Shader: {fileID: 4800000, guid: 0f4122b9a743b744abe2fb6a0a88868b, type: 3}
|
||||
m_DefaultSpeedTree8Shader: {fileID: -6465566751694194690, guid: 9920c1f1781549a46ba081a2a15a16ec, type: 3}
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||||
m_DefaultSpeedTree9Shader: {fileID: -6465566751694194690, guid: cbd3e1cc4ae141c42a30e33b4d666a61, type: 3}
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||||
- rid: 422771693768147020
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||||
- rid: 6527416841684648060
|
||||
type: {class: Renderer2DResources, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
|
||||
data:
|
||||
m_Version: 0
|
||||
@ -131,7 +131,7 @@ MonoBehaviour:
|
||||
m_DefaultLitMaterial: {fileID: 2100000, guid: a97c105638bdf8b4a8650670310a4cd3, type: 2}
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||||
m_DefaultUnlitMaterial: {fileID: 2100000, guid: 9dfc825aed78fcd4ba02077103263b40, type: 2}
|
||||
m_DefaultMaskMaterial: {fileID: 2100000, guid: 15d0c3709176029428a0da2f8cecf0b5, type: 2}
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||||
- rid: 422771693768147021
|
||||
- rid: 6527416841684648061
|
||||
type: {class: UniversalRenderPipelineEditorMaterials, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
|
||||
data:
|
||||
m_DefaultMaterial: {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
|
||||
@ -140,7 +140,7 @@ MonoBehaviour:
|
||||
m_DefaultTerrainMaterial: {fileID: 2100000, guid: 594ea882c5a793440b60ff72d896021e, type: 2}
|
||||
m_DefaultDecalMaterial: {fileID: 2100000, guid: 31d0dcc6f2dd4e4408d18036a2c93862, type: 2}
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||||
m_DefaultSpriteMaterial: {fileID: 2100000, guid: 9dfc825aed78fcd4ba02077103263b40, type: 2}
|
||||
- rid: 422771693768147022
|
||||
- rid: 6527416841684648062
|
||||
type: {class: GPUResidentDrawerResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.GPUDriven.Runtime}
|
||||
data:
|
||||
m_Version: 0
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||||
@ -153,13 +153,13 @@ MonoBehaviour:
|
||||
m_OcclusionCullingDebugKernels: {fileID: 7200000, guid: b23e766bcf50ca4438ef186b174557df, type: 3}
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m_DebugOcclusionTestPS: {fileID: 4800000, guid: d3f0849180c2d0944bc71060693df100, type: 3}
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||||
m_DebugOccluderPS: {fileID: 4800000, guid: b3c92426a88625841ab15ca6a7917248, type: 3}
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- rid: 422771693768147023
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||||
- rid: 6527416841684648063
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type: {class: STP/RuntimeResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
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||||
data:
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m_setupCS: {fileID: 7200000, guid: 33be2e9a5506b2843bdb2bdff9cad5e1, type: 3}
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m_preTaaCS: {fileID: 7200000, guid: a679dba8ec4d9ce45884a270b0e22dda, type: 3}
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m_taaCS: {fileID: 7200000, guid: 3923900e2b41b5e47bc25bfdcbcdc9e6, type: 3}
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- rid: 422771693768147024
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||||
- rid: 6527416841684648064
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||||
type: {class: ProbeVolumeBakingResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
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||||
data:
|
||||
m_Version: 1
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||||
@ -172,12 +172,12 @@ MonoBehaviour:
|
||||
skyOcclusionRT: {fileID: -5126288278712620388, guid: 5a2a534753fbdb44e96c3c78b5a6999d, type: 3}
|
||||
renderingLayerCS: {fileID: -6772857160820960102, guid: 94a070d33e408384bafc1dea4a565df9, type: 3}
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renderingLayerRT: {fileID: -5126288278712620388, guid: 94a070d33e408384bafc1dea4a565df9, type: 3}
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- rid: 422771693768147025
|
||||
- rid: 6527416841684648065
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||||
type: {class: ProbeVolumeGlobalSettings, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
|
||||
data:
|
||||
m_Version: 1
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m_ProbeVolumeDisableStreamingAssets: 0
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- rid: 422771693768147026
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- rid: 6527416841684648066
|
||||
type: {class: ProbeVolumeDebugResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
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||||
data:
|
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m_Version: 1
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@ -187,21 +187,21 @@ MonoBehaviour:
|
||||
probeVolumeOffsetDebugShader: {fileID: 4800000, guid: db8bd7436dc2c5f4c92655307d198381, type: 3}
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||||
probeSamplingDebugMesh: {fileID: -3555484719484374845, guid: 20be25aac4e22ee49a7db76fb3df6de2, type: 3}
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numbersDisplayTex: {fileID: 2800000, guid: 73fe53b428c5b3440b7e87ee830b608a, type: 3}
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- rid: 422771693768147027
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- rid: 6527416841684648067
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||||
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|
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data:
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m_version: 0
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m_IncludeReferencedInScenes: 0
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m_IncludeAssetsByLabel: 0
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m_LabelToInclude:
|
||||
- rid: 422771693768147028
|
||||
- rid: 6527416841684648068
|
||||
type: {class: ProbeVolumeRuntimeResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
|
||||
data:
|
||||
m_Version: 1
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probeVolumeBlendStatesCS: {fileID: 7200000, guid: a3f7b8c99de28a94684cb1daebeccf5d, type: 3}
|
||||
probeVolumeUploadDataCS: {fileID: 7200000, guid: 0951de5992461754fa73650732c4954c, type: 3}
|
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probeVolumeUploadDataL2CS: {fileID: 7200000, guid: 6196f34ed825db14b81fb3eb0ea8d931, type: 3}
|
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- rid: 422771693768147029
|
||||
- rid: 6527416841684648069
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||||
type: {class: UniversalRenderPipelineEditorAssets, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
|
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data:
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|
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|
@ -70,13 +70,13 @@ InputManager:
|
||||
axis: 0
|
||||
joyNum: 0
|
||||
- serializedVersion: 3
|
||||
m_Name: Fire1
|
||||
m_Name: Pause
|
||||
descriptiveName:
|
||||
descriptiveNegativeName:
|
||||
negativeButton:
|
||||
positiveButton: left ctrl
|
||||
positiveButton: escape
|
||||
altNegativeButton:
|
||||
altPositiveButton: mouse 0
|
||||
altPositiveButton:
|
||||
gravity: 1000
|
||||
dead: 0.001
|
||||
sensitivity: 1000
|
||||
|
@ -14,8 +14,8 @@ TagManager:
|
||||
- Water
|
||||
- UI
|
||||
- Player
|
||||
-
|
||||
-
|
||||
- BumpyTrack
|
||||
- SmoothTrack
|
||||
-
|
||||
-
|
||||
-
|
||||
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