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|
||||
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|
||||
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|
||||
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||||
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|
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|
||||
<HintPath>E:\Learning_Progress\Projects\VR-GAME\Library\ScriptAssemblies\Unity.InputSystem.ForUI.dll</HintPath>
|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<HintPath>E:\Learning_Progress\Projects\VR-GAME\Library\ScriptAssemblies\Unity.RenderPipeline.Universal.ShaderLibrary.dll</HintPath>
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||||
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||||
<HintPath>E:\Learning_Progress\Projects\VR-GAME\Library\ScriptAssemblies\VuforiaEditorScripts.dll</HintPath>
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||||
<HintPath>E:\Learning_Progress\Projects\VR-GAME\Library\ScriptAssemblies\Unity.ShaderGraph.Editor.dll</HintPath>
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||||
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||||
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||||
<HintPath>E:\Learning_Progress\Projects\VR-GAME\Library\ScriptAssemblies\Unity.RenderPipelines.Core.Editor.Shared.dll</HintPath>
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||||
<Reference Include="Unity.InputSystem">
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||||
<HintPath>C:\VR GAME\My project\VR-GAME\Library\ScriptAssemblies\Unity.InputSystem.dll</HintPath>
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<HintPath>E:\Learning_Progress\Projects\VR-GAME\Library\ScriptAssemblies\Unity.InputSystem.dll</HintPath>
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||||
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||||
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||||
@@ -66,6 +66,7 @@
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||||
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||||
<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\VertexShakeA.cs" />
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||||
<Compile Include="Assets\Script\ScoreManager.cs" />
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<Compile Include="Assets\Script\FlickArea.cs" />
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||||
<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\Benchmark01_UGUI.cs" />
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||||
<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\SimpleScript.cs" />
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<Compile Include="Assets\Script\BallShooter.cs" />
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@@ -529,40 +530,31 @@
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||||
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||||
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||||
<HintPath>E:\Learning_Progress\Projects\VR-GAME\Library\PackageCache\com.unity.collections@aea9d3bd5e19\Unity.Collections.LowLevel.ILSupport\Unity.Collections.LowLevel.ILSupport.dll</HintPath>
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@@ -937,166 +929,166 @@
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|
||||
forwardSensitivity: 0.05
|
||||
upwardSensitivity: 0.02
|
||||
lateralSensitivity: 0.03
|
||||
swipeThreshold: 100
|
||||
maxVelocity: 100
|
||||
baseUpwardBias: 2
|
||||
--- !u!1001 &1771565563
|
||||
PrefabInstance:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@@ -2,23 +2,40 @@ using UnityEngine;
|
||||
|
||||
public class BallShooter : MonoBehaviour
|
||||
{
|
||||
public GameObject ballPrefab; // Kéo prefab quả bóng vào đây
|
||||
public Transform shootPoint; // Kéo điểm ShootPoint vào đây
|
||||
public GameObject ballPrefab;
|
||||
public Transform shootPoint;
|
||||
|
||||
[Header("Flick Settings")]
|
||||
public float forwardMultiplier = 0.05f;
|
||||
public float arcMultiplier = 0.02f;
|
||||
public float lateralMultiplier = 0.03f;
|
||||
public float maxVelocity = 100f;
|
||||
[Header("Flick Sensitivity")]
|
||||
[Tooltip("How much the swipe affects forward speed.")]
|
||||
public float forwardSensitivity = 0.05f;
|
||||
|
||||
[Tooltip("How much the swipe affects upward loft.")]
|
||||
public float upwardSensitivity = 0.02f;
|
||||
|
||||
[Tooltip("How much side-to-side swipe affects lateral direction.")]
|
||||
public float lateralSensitivity = 0.03f;
|
||||
|
||||
[Header("Physics Tuning")]
|
||||
[Tooltip("Minimum swipe velocity required to trigger a shot.")]
|
||||
public float swipeThreshold = 100f;
|
||||
|
||||
[Tooltip("Maximum velocity allowed (prevents physics glitches).")]
|
||||
public float maxVelocity = 1500f;
|
||||
|
||||
[Tooltip("Constant upward force added to every shot for a better arc.")]
|
||||
public float baseUpwardBias = 2f;
|
||||
|
||||
// Thay thế logic Ném cũ bằng logic Flick mới
|
||||
public void FlickShoot(Vector2 swipeDelta, float swipeTime)
|
||||
{
|
||||
// Tính vận tốc (pixels trên giây)
|
||||
// Calculate velocity (pixels per second)
|
||||
Vector2 swipeVelocity = swipeDelta / swipeTime;
|
||||
float speed = swipeVelocity.magnitude;
|
||||
|
||||
// Giới hạn để tránh "nổ" vật lý nếu flick quá nhanh
|
||||
if (swipeVelocity.magnitude > maxVelocity)
|
||||
// 1. Deadzone check: Ignore tiny accidental flicks
|
||||
if (speed < swipeThreshold) return;
|
||||
|
||||
// 2. Clamp: Prevent extreme speeds
|
||||
if (speed > maxVelocity)
|
||||
{
|
||||
swipeVelocity = swipeVelocity.normalized * maxVelocity;
|
||||
}
|
||||
@@ -26,17 +43,21 @@ public class BallShooter : MonoBehaviour
|
||||
GameObject newBall = Instantiate(ballPrefab, shootPoint.position, shootPoint.rotation);
|
||||
Rigidbody rb = newBall.GetComponent<Rigidbody>();
|
||||
|
||||
// Chuyển đổi swipe 2D sang lực 3D
|
||||
// Y swipe (lên/xuống) -> Tiến và Lên
|
||||
// X swipe (trái/phải) -> Sang ngang
|
||||
Vector3 force = (shootPoint.forward * swipeVelocity.y * forwardMultiplier) +
|
||||
(Vector3.up * swipeVelocity.y * arcMultiplier) +
|
||||
(shootPoint.right * swipeVelocity.x * lateralMultiplier);
|
||||
// 3. Translate 2D swipe to 3D force
|
||||
// swipeVelocity.y is vertical (up is positive)
|
||||
// swipeVelocity.x is horizontal (right is positive)
|
||||
|
||||
// Sử dụng Impulse để lực tác động tức thì
|
||||
float forwardForce = swipeVelocity.y * forwardSensitivity;
|
||||
float upwardForce = (swipeVelocity.y * upwardSensitivity) + baseUpwardBias;
|
||||
float lateralForce = swipeVelocity.x * lateralSensitivity;
|
||||
|
||||
Vector3 force = (shootPoint.forward * forwardForce) +
|
||||
(Vector3.up * upwardForce) +
|
||||
(shootPoint.right * lateralForce);
|
||||
|
||||
// Apply as Impulse for immediate movement
|
||||
rb.AddForce(force, ForceMode.Impulse);
|
||||
|
||||
// Hủy quả bóng sau 5 giây
|
||||
Destroy(newBall, 5f);
|
||||
}
|
||||
}
|
||||
2
Assets/Script/FlickArea.cs.meta
Normal file
2
Assets/Script/FlickArea.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a39d896efd271d648ab60642c63b9556
|
||||
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Binary file not shown.
|
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||||
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||||
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|
||||
Reference in New Issue
Block a user