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https://github.com/frizbee19/FebGameJam.git
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did a minor tweak
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@@ -0,0 +1,100 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ScriptRayHit : MonoBehaviour
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{
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public RaycastHit2D hit;
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public Ray ray;
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private int counter;
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public GameObject followCam;
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public Camera staticCam;
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private bool cam = false;
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[Range(0.5f, 25f)] public float smoothSpeed = 1f;
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[Range(1, 10)] public float rayLength = 4f;
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private float angleStep = 4;
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public Transform target;
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public Rigidbody2D rb;
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private Vector3 offset;
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private LayerMask layerMask;
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private Vector3 save;
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// Start is called before the first frame update
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void Start()
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{
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counter = 0;
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layerMask = LayerMask.GetMask("Background");
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save = Vector3.zero;
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}
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void FixedUpdate()
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{
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offset = Vector3.zero;
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for (int i = 1; i <=angleStep; i++)
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{
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var rayAngle = Quaternion.AngleAxis((360f / angleStep) * i, target.forward) * target.up;
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hit = Physics2D.Raycast(target.position, rayAngle, rayLength, layerMask);
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if (hit)
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{
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offset += (rayAngle * rayLength) - (rayAngle * hit.distance);
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//Debug.Log(hit.point);
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}
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Vector3 smoothedPos = Vector3.Lerp(transform.position, new Vector3(((target.position.x - offset.x)*rayLength), (target.position.y - offset.y)*smoothSpeed/5, -65f), smoothSpeed * Time.fixedDeltaTime);
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float x = Mathf.Abs(target.position.x - smoothedPos.x);
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float y = Mathf.Abs(target.position.y - smoothedPos.y);
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if (x < 4 && y < 3)
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{
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save = smoothedPos;
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//followCam.transform.position = smoothedPos;
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}
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else if (x < 4)
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{
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//followCam.transform.position =new Vector3((save.x + target.position.x),smoothedPos.y, -1.3f);
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}else if (y < 3)
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{
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//followCam.transform.position = new Vector3((save.x + target.position.x), smoothedPos.y, -1.3f);
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}
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else
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{
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}
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}
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}
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//Vector3 smoothedPos = Vector3.Lerp(transform.position, new Vector3((target.position.x - offset.x)*rayLength, target.position.y - offset.y, -1.3f), smoothSpeed * Time.fixedDeltaTime);
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// Update is called once per frame
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void Update()
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{
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/*hit = Physics2D.Raycast(transform.position, transform.TransformDirection(Vector2.right), 4f);
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if (hit)
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{
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Debug.Log(" Hit a wall "+ hit.collider.name);
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Debug.Log(hit.distance);
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//staticCam.enabled = true;
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//followCam.enabled = false;
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counter = 0;
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//cam = true;
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}
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else if (cam && counter == 30)
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{
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staticCam.enabled = false;
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followCam.enabled = true;
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counter = 0;
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cam = false;
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Debug.Log("");
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}
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counter++;*/
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}
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}
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