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https://github.com/nothke/quality-control.git
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Crane logic fixes
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parent
b2d8ac944c
commit
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@ -1174,7 +1174,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: b236863c86ffb73498f0262aaf900afd, type: 3}
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m_Script: {fileID: 11500000, guid: b236863c86ffb73498f0262aaf900afd, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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strength: 100
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strength: 50
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--- !u!135 &1711954335
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--- !u!135 &1711954335
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SphereCollider:
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SphereCollider:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -1194,7 +1194,7 @@ 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: 5.264741
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m_Radius: 8.713587
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m_Center: {x: 0, y: 0, z: 0}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!1 &1757469719
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--- !u!1 &1757469719
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GameObject:
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GameObject:
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@ -52,7 +52,7 @@ public class CranePickDrop : MonoBehaviour
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magnet.strength = magnetStrength;
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magnet.strength = magnetStrength;
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crane.testTgt = handlingBody.transform;
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crane.testTgt = handlingBody.transform;
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if (Vector3.Distance(handlingBody.position, magnet.transform.position) < 1f)
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if (magnet.IsCloseTo(handlingBody, 2f))
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{
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{
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crane.testTgt = dropTarget;
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crane.testTgt = dropTarget;
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state = State.Tansporting;
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state = State.Tansporting;
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@ -17,14 +17,19 @@ public class SlidingCrane : MonoBehaviour
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public Transform testTgt;
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public Transform testTgt;
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public Vector3 target;
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public Vector3 target;
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private void Start()
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{
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target = transform.position;
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}
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void Update()
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void Update()
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{
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{
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if (testTgt)
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if (testTgt)
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target = testTgt.position;
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target = testTgt.position;
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Vector3 localTarget = transform.InverseTransformPoint(target);
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Vector3 localTarget = transform.InverseTransformPoint(target);
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xMotion.Update(Time.deltaTime);
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yMotion.Update(Time.deltaTime);
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Vector2 targetPlanar = new Vector2(localTarget.x, localTarget.z);
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Vector2 targetPlanar = new Vector2(localTarget.x, localTarget.z);
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@ -37,6 +42,9 @@ public class SlidingCrane : MonoBehaviour
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float x = Mathf.Lerp(-xRange, xRange, xMotion.progress);
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float x = Mathf.Lerp(-xRange, xRange, xMotion.progress);
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float y = yMotion.progress * yRange;
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float y = yMotion.progress * yRange;
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xMotion.Update(Time.deltaTime);
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yMotion.Update(Time.deltaTime);
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yTransform.localPosition = new Vector3(0, 0, yMotion.progress * yRange);
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yTransform.localPosition = new Vector3(0, 0, yMotion.progress * yRange);
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xTransform.localPosition = new Vector3(x, 0, 0);
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xTransform.localPosition = new Vector3(x, 0, 0);
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}
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}
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