Merge branch 'feature/world-test-prefabs' into dev

# Conflicts:
#	Assets/Player/Graphs/GrappleAimBT.asset
#	Assets/Player/Graphs/GroundedCheckBT.asset
#	Assets/Player/Graphs/PlayerLocomotionFSM.asset
#	Assets/Scenes/SampleScene.unity
#	Assets/Scripts/Core/Graph Tasks/ChangeAgentTransform.cs
#	Assets/Scripts/Core/Graph Tasks/ChangeCameraSettings.cs
#	Assets/Scripts/Core/Graph Tasks/ProcessMovement.cs
#	Assets/Scripts/Core/Graph Tasks/StartLaunchJump.cs
#	Assets/Scripts/Core/LockOnManager.cs
This commit is contained in:
Chris
2025-08-19 13:16:45 -04:00
77 changed files with 57045 additions and 0 deletions

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using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.ProBuilder;
using UnityEngine.ProBuilder.MeshOperations;
public class PlatformGenerator : MonoBehaviour{
public Vector2 sizeRange = new Vector2(5f, 20f);
public float snappingInterval = 2.5f;
void Start(){
}
[Button]
void GenerateNewPlatform(int corners){
ProBuilderMesh newShape = new GameObject().AddComponent<ProBuilderMesh>();
int originX = Mathf.RoundToInt(Random.Range(sizeRange.x, sizeRange.y));
int originY = Mathf.RoundToInt(Random.Range(sizeRange.x, sizeRange.y));
originX = -Mathf.Abs(originX);
originY = -Mathf.Abs(originY);
Vector3 origin = new Vector3(Snap(originX), 0f, Snap(originY));
Vector3[] points = new Vector3[corners];
for (int i = 0; i < corners; i++) {
if (i == 0) {
points[0] = origin;
} else {
points[i] = GetNewPoint(points[i - 1]);
}
}
Vector3 GetNewPoint(Vector3 previous){
return Vector3.zero;
}
float Snap(float input){
return ((input = snappingInterval / 2) / snappingInterval) * snappingInterval;
}
newShape.CreateShapeFromPolygon(points, 5f, false);
}
}

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fileFormatVersion: 2
guid: 56af9443f43cafc40adcf591b83a78c7

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using UnityEngine;
public class SinMovement : MonoBehaviour{
private float originalY;
public float speed;
public float scale;
public float offset;
void Start(){
originalY = transform.position.y;
offset += Random.Range(-1, 1);
}
// Update is called once per frame
void Update(){
transform.position = transform.position.Flatten(null, originalY + Mathf.Sin((Time.time + offset) * speed) * scale, null);
}
}

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fileFormatVersion: 2
guid: e33277577aa379a41a747f01aade9c96

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using UnityEngine;
public class SwayMovement : MonoBehaviour{
Vector3 originalRot;
public Vector3 swayAmount;
public Vector3 swaySpeed;
private Vector3 offset;
void Start(){
originalRot = transform.rotation.eulerAngles;
offset = new Vector3(Random.Range(-5, 1), Random.Range(-1, 5), Random.Range(-3, 1));
}
// Update is called once per frame
void Update(){
Vector3 sway = new Vector3(
originalRot.x + Mathf.Sin((Time.time + offset.x) * swaySpeed.x) * swayAmount.x,
originalRot.y + Mathf.Sin((Time.time + offset.y) * swaySpeed.y) * swayAmount.y,
originalRot.z + Mathf.Sin((Time.time + offset.z) * swaySpeed.z) * swayAmount.z
);
transform.rotation = Quaternion.Euler(sway);
}
}

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fileFormatVersion: 2
guid: 57870c7b66535c74688188df7e771ce7