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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Generates a simple endless platform path along the Z axis.
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/// Platforms are spawned with small X offsets, old chunks are removed behind the player.
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/// </summary>
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public class LevelGenerator : MonoBehaviour
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{
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public GameObject[] platformPrefabs;
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public Transform player;
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public int initialPlatformCount = 12;
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public float stepDistance = 3.5f;
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public float generationThreshold = 12f;
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public float removeThreshold = 18f;
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public float obstacleChance = 0.3f;
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public float sideOffsetRange = 2f;
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public bool infiniteMode = true;
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public int maxPlatformsAlive = 30;
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public LevelGenUI ui;
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public SimplePlayerController playerController;
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[SerializeField]
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private List<GameObject> spawnedPlatforms = new List<GameObject>();
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private float lastGeneratedZ;
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private int generatedCount;
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private Vector3 initialPlayerPosition;
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private Quaternion initialPlayerRotation;
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private bool hasInitialPlayerPose;
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private void Awake()
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{
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CacheInitialPlayerPose();
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}
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private void Start()
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{
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if (ui != null)
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{
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ui.SetGenerator(this);
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}
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RegenerateLevel(false);
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}
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.R))
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{
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RegenerateLevel();
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}
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if (player == null)
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{
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return;
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}
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RemoveOldPlatforms();
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if (!infiniteMode)
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{
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return;
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}
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// Limit catch-up generation so a temporary teleport cannot spawn an uncontrolled amount in one frame.
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int generatedThisFrame = 0;
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while (player.position.z + generationThreshold > lastGeneratedZ &&
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spawnedPlatforms.Count < maxPlatformsAlive &&
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generatedThisFrame < 4)
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{
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GenerateNextPlatform();
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generatedThisFrame++;
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}
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}
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public void GenerateInitialLevel()
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{
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ClearGeneratedLevel();
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if (player == null || platformPrefabs == null || platformPrefabs.Length == 0)
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{
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Debug.LogWarning("LevelGenerator requires a player and at least one platform prefab.");
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return;
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}
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generatedCount = 0;
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Vector3 startPosition = player.position;
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lastGeneratedZ = startPosition.z - stepDistance;
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for (int i = 0; i < initialPlatformCount; i++)
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{
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GenerateNextPlatform();
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}
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if (spawnedPlatforms.Count > 0)
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{
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PlacePlayerOnPlatform(spawnedPlatforms[0]);
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}
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}
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public GameObject GenerateNextPlatform()
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{
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if (platformPrefabs == null || platformPrefabs.Length == 0)
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{
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return null;
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}
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bool firstPlatform = generatedCount == 0;
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GameObject prefab = ChoosePlatformPrefab(firstPlatform);
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if (prefab == null)
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{
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return null;
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}
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float x = firstPlatform || player == null
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? (player != null ? player.position.x : 0f)
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: Random.Range(-sideOffsetRange, sideOffsetRange);
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lastGeneratedZ += Mathf.Max(2.5f, stepDistance);
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Vector3 position = new Vector3(x, 0f, firstPlatform && player != null ? player.position.z : lastGeneratedZ);
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GameObject platform = Instantiate(prefab, position, Quaternion.identity, transform);
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platform.name = prefab.name + "_" + generatedCount.ToString("000");
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PlatformInfo info = platform.GetComponent<PlatformInfo>();
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if (info != null)
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{
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info.generatedIndex = generatedCount;
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info.isSafe = firstPlatform || info.platformType != PlatformInfo.PlatformType.Obstacle;
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}
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spawnedPlatforms.Add(platform);
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generatedCount++;
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return platform;
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}
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public void RemoveOldPlatforms()
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{
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if (player == null)
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{
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return;
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}
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for (int i = spawnedPlatforms.Count - 1; i >= 0; i--)
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{
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GameObject platform = spawnedPlatforms[i];
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if (platform == null)
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{
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spawnedPlatforms.RemoveAt(i);
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continue;
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}
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if (platform.transform.position.z < player.position.z - removeThreshold)
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{
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spawnedPlatforms.RemoveAt(i);
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DestroyPlatform(platform);
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}
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}
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}
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public void ClearGeneratedLevel()
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{
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HashSet<GameObject> scheduledForDestroy = new HashSet<GameObject>();
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for (int i = spawnedPlatforms.Count - 1; i >= 0; i--)
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{
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if (spawnedPlatforms[i] != null)
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{
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scheduledForDestroy.Add(spawnedPlatforms[i]);
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DestroyPlatform(spawnedPlatforms[i]);
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}
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}
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spawnedPlatforms.Clear();
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// Also remove generated children if the serialized list was lost after domain reload.
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for (int i = transform.childCount - 1; i >= 0; i--)
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{
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Transform child = transform.GetChild(i);
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if (child != null && !scheduledForDestroy.Contains(child.gameObject))
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{
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DestroyPlatform(child.gameObject);
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}
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}
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}
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public void RegenerateLevel()
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{
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RegenerateLevel(true);
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}
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public void RegenerateLevel(bool showMessage)
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{
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CacheInitialPlayerPose();
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ResetPlayer();
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GenerateInitialLevel();
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if (ui != null)
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{
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ui.UpdateInfo();
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if (showMessage)
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{
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ui.ShowMessage("Уровень пересоздан");
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}
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}
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}
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public int GetGeneratedCount()
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{
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return generatedCount;
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}
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public int GetAlivePlatformCount()
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{
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return spawnedPlatforms.Count;
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}
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private GameObject ChoosePlatformPrefab(bool firstPlatform)
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{
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if (firstPlatform)
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{
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return platformPrefabs[0];
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}
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int obstacleIndex = FindObstaclePrefabIndex();
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if (obstacleIndex >= 0 && Random.value < obstacleChance)
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{
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return platformPrefabs[obstacleIndex];
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}
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List<GameObject> regularPrefabs = new List<GameObject>();
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for (int i = 0; i < platformPrefabs.Length; i++)
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{
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if (i != obstacleIndex && platformPrefabs[i] != null)
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{
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regularPrefabs.Add(platformPrefabs[i]);
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}
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}
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if (regularPrefabs.Count == 0)
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{
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return platformPrefabs[0];
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}
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return regularPrefabs[Random.Range(0, regularPrefabs.Count)];
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}
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private int FindObstaclePrefabIndex()
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{
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for (int i = 0; i < platformPrefabs.Length; i++)
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{
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GameObject prefab = platformPrefabs[i];
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if (prefab == null)
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{
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continue;
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}
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PlatformInfo info = prefab.GetComponent<PlatformInfo>();
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if (info != null && info.platformType == PlatformInfo.PlatformType.Obstacle)
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{
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return i;
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}
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}
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return -1;
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}
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private void CacheInitialPlayerPose()
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{
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if (hasInitialPlayerPose || player == null)
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{
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return;
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}
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initialPlayerPosition = player.position;
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initialPlayerRotation = player.rotation;
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hasInitialPlayerPose = true;
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}
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private void ResetPlayer()
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{
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if (player == null || !hasInitialPlayerPose)
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{
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return;
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}
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player.position = initialPlayerPosition;
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player.rotation = initialPlayerRotation;
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if (playerController == null)
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{
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playerController = player.GetComponent<SimplePlayerController>();
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}
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if (playerController != null)
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{
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playerController.ResetToPosition(initialPlayerPosition);
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}
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}
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private void PlacePlayerOnPlatform(GameObject platform)
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{
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if (player == null || platform == null)
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{
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return;
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}
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if (!TryGetColliderBounds(platform, out Bounds bounds))
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{
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return;
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}
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CapsuleCollider capsule = player.GetComponent<CapsuleCollider>();
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float bottomOffset = 1f;
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if (capsule != null)
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{
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bottomOffset = (capsule.height * 0.5f * player.lossyScale.y) - (capsule.center.y * player.lossyScale.y);
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}
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Vector3 safePosition = new Vector3(
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bounds.center.x,
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bounds.max.y + bottomOffset + 0.05f,
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bounds.center.z);
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if (playerController == null)
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{
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playerController = player.GetComponent<SimplePlayerController>();
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}
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if (playerController != null)
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{
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playerController.ResetToPosition(safePosition);
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}
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else
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{
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player.position = safePosition;
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}
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}
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private bool TryGetColliderBounds(GameObject platform, out Bounds bounds)
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{
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Collider[] colliders = platform.GetComponentsInChildren<Collider>();
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bounds = new Bounds(platform.transform.position, Vector3.zero);
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bool hasBounds = false;
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for (int i = 0; i < colliders.Length; i++)
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{
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Collider collider = colliders[i];
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if (collider == null || collider.isTrigger)
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{
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continue;
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}
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if (!hasBounds)
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{
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bounds = collider.bounds;
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hasBounds = true;
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}
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else
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{
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bounds.Encapsulate(collider.bounds);
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}
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}
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return hasBounds;
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}
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private void DestroyPlatform(GameObject platform)
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{
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if (Application.isPlaying)
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{
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Destroy(platform);
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}
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else
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{
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DestroyImmediate(platform);
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}
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}
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}
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