fix: consume boost capacity when only boosting, double play field exit trigger
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parent
89970a7d1d
commit
e444ebf950
@ -51,8 +51,8 @@ SphereCollider:
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m_ProvidesContacts: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 3
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serializedVersion: 3
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m_Radius: 0.5
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m_Radius: 0.4
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m_Center: {x: 0, y: 0.05, z: 0}
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m_Center: {x: 0, y: 0.3, z: -0.13130158}
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--- !u!1 &950156585708023501
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--- !u!1 &950156585708023501
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -281,7 +281,7 @@ BoxCollider:
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m_Bits: 256
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m_Bits: 256
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m_ExcludeLayers:
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m_ExcludeLayers:
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serializedVersion: 2
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serializedVersion: 2
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m_Bits: 0
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m_Bits: 8
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m_LayerOverridePriority: 0
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m_LayerOverridePriority: 0
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m_IsTrigger: 0
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m_IsTrigger: 0
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m_ProvidesContacts: 1
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m_ProvidesContacts: 1
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@ -51,8 +51,8 @@ SphereCollider:
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m_ProvidesContacts: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 3
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serializedVersion: 3
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m_Radius: 0.5
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m_Radius: 0.4
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m_Center: {x: 0, y: 0.05, z: 0}
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m_Center: {x: 0, y: 0.3, z: 0}
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--- !u!1 &1372816401649438144
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--- !u!1 &1372816401649438144
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -171,7 +171,7 @@ BoxCollider:
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m_Bits: 256
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m_Bits: 256
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m_ExcludeLayers:
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m_ExcludeLayers:
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serializedVersion: 2
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serializedVersion: 2
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m_Bits: 0
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m_Bits: 8
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m_LayerOverridePriority: 0
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m_LayerOverridePriority: 0
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m_IsTrigger: 0
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m_IsTrigger: 0
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m_ProvidesContacts: 1
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m_ProvidesContacts: 1
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@ -258,7 +258,7 @@ public class Ship : MonoBehaviour
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void BoostStateUpdate(float deltaTime)
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void BoostStateUpdate(float deltaTime)
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{
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{
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boostUI.UpdateFill(Math.Min(state.boostCapacity / props.maxBoostCapacity, 1));
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boostUI.UpdateFill(Math.Min(state.boostCapacity / props.maxBoostCapacity, 1));
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if (IsBoosting() && state.thrustInput != 0)
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if (IsBoosting())
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{
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{
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state.boostCapacity -= deltaTime;
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state.boostCapacity -= deltaTime;
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}
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}
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@ -271,7 +271,7 @@ public class Ship : MonoBehaviour
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canBoost = false;
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canBoost = false;
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}
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}
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if ((state.boostInput <= 0 || state.thrustInput == 0 || !canBoost)
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if ((state.boostInput <= 0 || !canBoost)
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&& zone == Zone.NimbleZone
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&& zone == Zone.NimbleZone
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&& state.boostCapacity <= props.maxBoostCapacity)
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&& state.boostCapacity <= props.maxBoostCapacity)
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{
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{
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