Initial Unity 6 scaffold for Cat Kirby Adventures.
Add Phase A greybox vertical slice: third-person movement, forest path, checkpoints, story triggers, and light ability gate.
This commit is contained in:
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using UnityEngine;
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namespace KirbyAdventures
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{
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[RequireComponent(typeof(Collider))]
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public class AbilityUnlockPedestal : MonoBehaviour
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{
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public string StoryLine =
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"Внутри вспыхнул тихий свет — не снаружи, а из самого сердца Кирби.";
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bool _used;
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void OnTriggerEnter(Collider other)
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{
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if (_used) return;
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if (other.GetComponent<PlayerMotor>() == null) return;
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_used = true;
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if (GameFlow.Instance != null)
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GameFlow.Instance.UnlockLightAbility();
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DialogueUI.ShowTemporary(StoryLine, 5f);
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var rend = GetComponentInChildren<Renderer>();
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if (rend != null)
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rend.material.color = new Color(1f, 0.92f, 0.35f);
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}
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}
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}
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@@ -0,0 +1,26 @@
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using UnityEngine;
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namespace KirbyAdventures
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{
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[RequireComponent(typeof(Collider))]
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public class Checkpoint : MonoBehaviour
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{
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public Transform SpawnPoint;
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public string CheckpointId = "cp";
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void Reset()
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{
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var c = GetComponent<Collider>();
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if (c != null) c.isTrigger = true;
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}
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void OnTriggerEnter(Collider other)
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{
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if (!other.CompareTag("Player") && other.GetComponent<PlayerMotor>() == null)
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return;
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var point = SpawnPoint != null ? SpawnPoint : transform;
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CheckpointSystem.SetCheckpoint(point.position, point.rotation, CheckpointId);
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}
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}
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}
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using UnityEngine;
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namespace KirbyAdventures
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{
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public class CheckpointSystem : MonoBehaviour
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{
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public static CheckpointSystem Instance { get; private set; }
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public Vector3 SpawnPosition { get; private set; }
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public Quaternion SpawnRotation { get; private set; } = Quaternion.identity;
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public string CurrentId { get; private set; } = "start";
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void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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}
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public static void SetCheckpoint(Vector3 pos, Quaternion rot, string id)
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{
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if (Instance == null) return;
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Instance.SpawnPosition = pos;
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Instance.SpawnRotation = rot;
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Instance.CurrentId = id;
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Debug.Log($"[Checkpoint] Saved: {id}");
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}
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public static void Respawn(Transform player, CharacterController cc = null)
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{
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if (Instance == null || player == null) return;
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if (cc != null) cc.enabled = false;
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player.SetPositionAndRotation(Instance.SpawnPosition, Instance.SpawnRotation);
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if (cc != null) cc.enabled = true;
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Physics.SyncTransforms();
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}
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public static void EnsureStart(Vector3 pos, Quaternion rot)
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{
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if (Instance == null) return;
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if (Instance.CurrentId == "start" && Instance.SpawnPosition == Vector3.zero && pos != Vector3.zero
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|| Instance.CurrentId == "start")
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{
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// Always seed start if still default id
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}
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Instance.SpawnPosition = pos;
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Instance.SpawnRotation = rot;
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Instance.CurrentId = "start";
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}
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}
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}
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@@ -0,0 +1,24 @@
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using UnityEngine;
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namespace KirbyAdventures
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{
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public class FallKillPlane : MonoBehaviour
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{
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public float KillY = -10f;
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Transform _player;
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CharacterController _cc;
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public void Bind(Transform player)
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{
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_player = player;
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_cc = player != null ? player.GetComponent<CharacterController>() : null;
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}
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void Update()
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{
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if (_player == null) return;
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if (_player.position.y < KillY)
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CheckpointSystem.Respawn(_player, _cc);
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}
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}
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}
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@@ -0,0 +1,9 @@
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using UnityEngine;
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namespace KirbyAdventures
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{
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public interface ILightReactive
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{
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void OnHitByLight(Vector3 hitPoint, Vector3 direction);
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}
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}
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@@ -0,0 +1,294 @@
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using UnityEngine;
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namespace KirbyAdventures
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{
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/// <summary>
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/// Procedural greybox for Phase A — Level_01_Forest.
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/// </summary>
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public static class Level01ForestBuilder
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{
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static Transform _root;
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public static void Build()
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{
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if (GameObject.Find("Level_01_Forest") != null)
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return;
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_root = new GameObject("Level_01_Forest").transform;
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EnsureLighting();
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BuildGroundAndPath();
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BuildJumpPlatforms();
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var startPos = new Vector3(0f, 1.1f, 0f);
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BuildCheckpoints();
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BuildStoryTriggers();
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BuildAbilityPedestal();
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BuildVillageGate();
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var player = BuildPlayer(startPos);
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BuildCamera(player);
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BuildKillPlane(player.transform);
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CheckpointSystem.EnsureStart(startPos, Quaternion.identity);
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CheckpointSystem.SetCheckpoint(startPos, Quaternion.identity, "start");
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DialogueUI.ShowTemporary("Кирби очнулся среди деревьев. Тропа ведёт к деревне — и к себе.", 4f);
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}
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static void EnsureLighting()
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{
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// Keep scene light; add one if missing
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if (Object.FindFirstObjectByType<Light>() == null)
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{
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var lightGo = new GameObject("Directional Light");
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lightGo.transform.SetParent(_root);
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var light = lightGo.AddComponent<Light>();
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light.type = LightType.Directional;
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light.color = new Color(1f, 0.95f, 0.85f);
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light.intensity = 1.1f;
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lightGo.transform.rotation = Quaternion.Euler(50f, -30f, 0f);
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}
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RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
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RenderSettings.ambientSkyColor = new Color(0.45f, 0.55f, 0.65f);
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RenderSettings.ambientEquatorColor = new Color(0.35f, 0.4f, 0.3f);
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RenderSettings.ambientGroundColor = new Color(0.15f, 0.12f, 0.1f);
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}
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static void BuildGroundAndPath()
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{
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// Start platform
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CreateBox("StartPlatform", new Vector3(0f, 0f, 0f), new Vector3(10f, 1f, 10f),
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new Color(0.35f, 0.45f, 0.28f));
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// Forest path stretches
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CreateBox("Path_A", new Vector3(0f, 0f, 14f), new Vector3(6f, 1f, 16f),
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new Color(0.32f, 0.42f, 0.26f));
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CreateBox("Path_B", new Vector3(0f, 0f, 32f), new Vector3(5f, 1f, 12f),
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new Color(0.3f, 0.4f, 0.24f));
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// Side tree markers (cylinders)
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for (int i = 0; i < 8; i++)
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{
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float z = 4f + i * 5f;
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float x = (i % 2 == 0) ? -5.5f : 5.5f;
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var tree = CreatePrimitive(PrimitiveType.Cylinder, $"Tree_{i}",
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new Vector3(x, 2f, z), new Vector3(0.6f, 2f, 0.6f),
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new Color(0.2f, 0.28f, 0.15f));
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tree.transform.SetParent(_root);
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}
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}
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static void BuildJumpPlatforms()
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{
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// Gap then platforms
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CreateBox("Pad_1", new Vector3(0f, 0.5f, 42f), new Vector3(3.5f, 1f, 3.5f),
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new Color(0.45f, 0.38f, 0.28f));
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CreateBox("Pad_2", new Vector3(3f, 1.2f, 48f), new Vector3(3f, 1f, 3f),
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new Color(0.48f, 0.4f, 0.3f));
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CreateBox("Pad_3", new Vector3(-2f, 2f, 54f), new Vector3(3f, 1f, 3f),
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new Color(0.5f, 0.42f, 0.32f));
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CreateBox("Pad_4", new Vector3(0f, 2.5f, 61f), new Vector3(4f, 1f, 4f),
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new Color(0.4f, 0.45f, 0.3f));
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// Landing after mid section
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CreateBox("Path_C", new Vector3(0f, 0f, 72f), new Vector3(8f, 1f, 14f),
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new Color(0.33f, 0.42f, 0.27f));
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CreateBox("Path_D", new Vector3(0f, 0f, 90f), new Vector3(10f, 1f, 16f),
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new Color(0.36f, 0.44f, 0.3f));
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CreateBox("VillageApproach", new Vector3(0f, 0f, 108f), new Vector3(12f, 1f, 14f),
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new Color(0.4f, 0.4f, 0.35f));
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}
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static void BuildCheckpoints()
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{
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CreateCheckpoint("CP_Start", new Vector3(0f, 1.5f, 2f), new Vector3(4f, 2f, 2f), "cp_start");
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CreateCheckpoint("CP_Mid", new Vector3(0f, 3.5f, 61f), new Vector3(3f, 2f, 3f), "cp_mid");
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CreateCheckpoint("CP_NearGate", new Vector3(0f, 1.5f, 100f), new Vector3(5f, 2f, 3f), "cp_gate");
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}
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static void CreateCheckpoint(string name, Vector3 pos, Vector3 size, string id)
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{
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var go = new GameObject(name);
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go.transform.SetParent(_root);
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go.transform.position = pos;
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var box = go.AddComponent<BoxCollider>();
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box.isTrigger = true;
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box.size = size;
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var cp = go.AddComponent<Checkpoint>();
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cp.CheckpointId = id;
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var marker = CreatePrimitive(PrimitiveType.Cube, name + "_Marker",
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pos + Vector3.up * 0.5f, new Vector3(0.4f, 1.2f, 0.4f),
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new Color(0.2f, 0.7f, 0.9f, 0.7f));
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marker.transform.SetParent(go.transform);
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Object.Destroy(marker.GetComponent<Collider>());
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cp.SpawnPoint = go.transform;
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}
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static void BuildStoryTriggers()
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{
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CreateStory("Story_Fall", new Vector3(0f, 2f, 8f), new Vector3(6f, 3f, 3f),
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"«Падение»\nЗемля приняла его мягко, будто лес давно ждал чёрного кота.", 5f);
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CreateStory("Story_Road", new Vector3(0f, 2f, 28f), new Vector3(5f, 3f, 3f),
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"«Путь в деревню»\nТропа узкая, но шаг за шагом — и чужой шум становится тише.", 5f);
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CreateStory("Story_Source", new Vector3(0f, 3.5f, 74f), new Vector3(6f, 3f, 3f),
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"«Внутренний источник»\nСвет не нужно искать в небе — он уже греет изнутри.", 5f);
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}
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static void CreateStory(string name, Vector3 pos, Vector3 size, string quote, float secs)
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{
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var go = new GameObject(name);
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go.transform.SetParent(_root);
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go.transform.position = pos;
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var box = go.AddComponent<BoxCollider>();
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box.isTrigger = true;
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box.size = size;
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var st = go.AddComponent<StoryTrigger>();
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st.Quote = quote;
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st.DisplaySeconds = secs;
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}
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static void BuildAbilityPedestal()
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{
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var pedestal = CreatePrimitive(PrimitiveType.Cylinder, "LightPedestal",
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new Vector3(0f, 1.2f, 78f), new Vector3(1.4f, 0.6f, 1.4f),
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new Color(0.55f, 0.5f, 0.75f));
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pedestal.transform.SetParent(_root);
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var orb = CreatePrimitive(PrimitiveType.Sphere, "LightOrb",
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new Vector3(0f, 2.4f, 78f), Vector3.one * 0.7f,
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new Color(1f, 0.95f, 0.55f));
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orb.transform.SetParent(pedestal.transform);
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Object.Destroy(orb.GetComponent<Collider>());
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var trigger = new GameObject("AbilityUnlock");
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trigger.transform.SetParent(_root);
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trigger.transform.position = new Vector3(0f, 1.5f, 78f);
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var col = trigger.AddComponent<BoxCollider>();
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col.isTrigger = true;
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col.size = new Vector3(3.5f, 3f, 3.5f);
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trigger.AddComponent<AbilityUnlockPedestal>();
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}
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static void BuildVillageGate()
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{
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var posts = CreateBox("GatePosts", new Vector3(0f, 3f, 116f), new Vector3(8f, 6f, 1.2f),
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new Color(0.35f, 0.28f, 0.22f));
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// Hollow-ish: leave a door slab that moves
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var door = CreateBox("GateDoor", new Vector3(0f, 2.5f, 116.2f), new Vector3(3.2f, 4.5f, 0.6f),
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new Color(0.15f, 0.12f, 0.2f));
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var gate = door.AddComponent<LightGate>();
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gate.GateVisual = door.transform;
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// Invisible hit proxy in front
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var hit = new GameObject("GateLightTarget");
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hit.transform.SetParent(_root);
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hit.transform.position = new Vector3(0f, 2.5f, 115.5f);
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var hc = hit.AddComponent<BoxCollider>();
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hc.size = new Vector3(3.5f, 4.5f, 1.5f);
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// forward hits to LightGate via child relationship
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hit.transform.SetParent(door.transform);
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// LightGate is on door; GetComponentInParent will find it
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}
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static GameObject BuildPlayer(Vector3 pos)
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{
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// Black capsule named Kirby
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var body = CreatePrimitive(PrimitiveType.Capsule, "Kirby", pos, new Vector3(0.9f, 1f, 0.9f),
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new Color(0.05f, 0.05f, 0.08f));
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body.tag = "Player";
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Object.Destroy(body.GetComponent<Collider>());
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var cc = body.AddComponent<CharacterController>();
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cc.height = 2f;
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cc.radius = 0.45f;
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cc.center = new Vector3(0f, 0f, 0f);
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cc.skinWidth = 0.08f;
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var yaw = new GameObject("YawPivot");
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yaw.transform.SetParent(body.transform);
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yaw.transform.localPosition = Vector3.zero;
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var motor = body.AddComponent<PlayerMotor>();
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motor.YawPivot = yaw.transform;
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body.AddComponent<LightAbility>();
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return body;
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}
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static void BuildCamera(GameObject player)
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{
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Camera cam = Camera.main;
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if (cam == null)
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{
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var camGo = new GameObject("Main Camera");
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cam = camGo.AddComponent<Camera>();
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cam.tag = "MainCamera";
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camGo.AddComponent<AudioListener>();
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}
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var follow = cam.GetComponent<SimpleCameraFollow>();
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if (follow == null)
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follow = cam.gameObject.AddComponent<SimpleCameraFollow>();
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var motor = player.GetComponent<PlayerMotor>();
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Transform yaw = player.transform.Find("YawPivot");
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follow.Target = player.transform;
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follow.YawPivot = yaw;
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motor.CameraTransform = cam.transform;
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motor.YawPivot = yaw;
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cam.transform.position = player.transform.position + new Vector3(0f, 2.5f, -5.5f);
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cam.transform.LookAt(player.transform.position + Vector3.up * 1.2f);
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}
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static void BuildKillPlane(Transform player)
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{
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var go = new GameObject("FallKillPlane");
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go.transform.SetParent(_root);
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var kill = go.AddComponent<FallKillPlane>();
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kill.KillY = -10f;
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kill.Bind(player);
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}
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static GameObject CreateBox(string name, Vector3 pos, Vector3 scale, Color color)
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{
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var go = CreatePrimitive(PrimitiveType.Cube, name, pos, scale, color);
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go.transform.SetParent(_root);
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return go;
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}
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static GameObject CreatePrimitive(PrimitiveType type, string name, Vector3 pos, Vector3 scale, Color color)
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{
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var go = GameObject.CreatePrimitive(type);
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go.name = name;
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go.transform.position = pos;
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go.transform.localScale = scale;
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var rend = go.GetComponent<Renderer>();
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if (rend != null)
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{
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// URP Lit may exist after package import; fallback to Standard / Unlit
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var shader = Shader.Find("Universal Render Pipeline/Lit");
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if (shader == null) shader = Shader.Find("Standard");
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if (shader == null) shader = Shader.Find("Sprites/Default");
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if (shader != null)
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{
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var mat = new Material(shader);
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if (mat.HasProperty("_BaseColor"))
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mat.SetColor("_BaseColor", color);
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else if (mat.HasProperty("_Color"))
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mat.SetColor("_Color", color);
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else
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mat.color = color;
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rend.material = mat;
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}
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else
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{
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rend.material.color = color;
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}
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}
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return go;
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}
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}
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}
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@@ -0,0 +1,50 @@
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using UnityEngine;
|
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|
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namespace KirbyAdventures
|
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{
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/// <summary>
|
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/// Village gate that opens when hit by Light after the ability is unlocked.
|
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/// </summary>
|
||||
public class LightGate : MonoBehaviour, ILightReactive
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{
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public bool IsOpen { get; private set; }
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public Transform GateVisual;
|
||||
public float OpenHeight = 4f;
|
||||
public float OpenSpeed = 2.5f;
|
||||
|
||||
Vector3 _closedPos;
|
||||
Vector3 _openPos;
|
||||
bool _opening;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (GateVisual == null)
|
||||
GateVisual = transform;
|
||||
_closedPos = GateVisual.localPosition;
|
||||
_openPos = _closedPos + Vector3.up * OpenHeight;
|
||||
}
|
||||
|
||||
public void OnHitByLight(Vector3 hitPoint, Vector3 direction)
|
||||
{
|
||||
if (IsOpen) return;
|
||||
if (GameFlow.Instance != null && !GameFlow.Instance.LightAbilityUnlocked)
|
||||
{
|
||||
DialogueUI.ShowTemporary("Свет ещё спит внутри... Найди источник на тропе.", 3f);
|
||||
return;
|
||||
}
|
||||
|
||||
IsOpen = true;
|
||||
_opening = true;
|
||||
DialogueUI.ShowTemporary("Свет коснулся ворот — путь в деревню открыт.", 3.5f);
|
||||
if (GameFlow.Instance != null)
|
||||
GameFlow.Instance.TriggerWin();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!_opening || GateVisual == null) return;
|
||||
GateVisual.localPosition = Vector3.MoveTowards(
|
||||
GateVisual.localPosition, _openPos, OpenSpeed * Time.unscaledDeltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user