com.valectric.mooserunner 2.1.21 → 2.1.23
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +23 -23
- package/CLI~/mooserunnerCli.exe +0 -0
- package/CLI~/mooserunnerCliDaemon.exe +0 -0
- package/Editor/HotReloadIntegration/MooseRunner.HotReloadIntegration.dll +0 -0
- package/Editor/HotReloadIntegration/MooseRunner.HotReloadIntegration.dll.meta +32 -32
- package/Editor/MooseRunner.Editor.asmdef +15 -15
- package/Editor/MooseRunner.Editor.asmdef.meta +6 -6
- package/Editor/MooseRunner.Internal.Editor.dll +0 -0
- package/Editor/MooseRunner.Internal.Editor.dll.meta +32 -32
- package/Editor/MooseRunner.Worker.dll +0 -0
- package/Editor/MooseRunner.Worker.dll.meta +32 -32
- package/Editor/SessionRecorder/MooseRunner.SessionRecorder.dll +0 -0
- package/Editor/SessionRecorder/MooseRunner.SessionRecorder.dll.meta +32 -32
- package/Editor/_WrapperStub.cs.meta +10 -10
- package/LICENSE.md +28 -28
- package/Runtime/MooseRunner.Helpers.Runtime.dll +0 -0
- package/Runtime/MooseRunner.Helpers.Runtime.dll.meta +26 -26
- package/Runtime/MooseRunner.Internal.dll +0 -0
- package/Runtime/MooseRunner.Internal.dll.meta +26 -26
- package/Runtime/MooseRunner.Multiplaytest.Types.dll +0 -0
- package/Runtime/MooseRunner.Multiplaytest.Types.dll.meta +26 -26
- package/Runtime/MooseRunner.Runtime.asmdef +15 -15
- package/Runtime/MooseRunner.Runtime.asmdef.meta +6 -6
- package/Runtime/MooseRunner.SessionRecorder.Public.dll +0 -0
- package/Runtime/MooseRunner.SessionRecorder.Public.dll.meta +26 -26
- package/Runtime/MooseRunner.SessionRecorder.Runtime.dll +0 -0
- package/Runtime/MooseRunner.SessionRecorder.Runtime.dll.meta +26 -26
- package/Runtime/MooseRunner.dll +0 -0
- package/Runtime/MooseRunner.dll.meta +26 -26
- package/Runtime/_WrapperStub.cs.meta +10 -10
- package/Samples~/Demos/MooseRunner.Demo.CancellationTokens.Tests/BatchCancellationTests.cs +37 -37
- package/Samples~/Demos/MooseRunner.Demo.CancellationTokens.Tests/CancellationTokenTests.cs +186 -186
- package/Samples~/Demos/MooseRunner.Demo.CancellationTokens.Tests/SetupTeardownCancellationTests.cs +85 -85
- package/Samples~/Demos/MooseRunner.Demo.Flow.TestSupport/LogEntry.cs +51 -51
- package/Samples~/Demos/MooseRunner.Demo.Flow.TestSupport/LogFileParser.cs +69 -69
- package/Samples~/Demos/MooseRunner.Demo.OrderAttribute/MethodOrderAttributeTests.cs +62 -62
- package/Samples~/Demos/MooseRunner.Demo.RealUseCase/Enemy.cs +100 -100
- package/Samples~/Demos/MooseRunner.Demo.RealUseCase/FireComponent.cs +18 -18
- package/Samples~/Demos/MooseRunner.Demo.Support/MessageDisplayManager.cs +291 -291
- package/Samples~/Demos/MooseRunner.Demo.Support/MooseRunnerSampleVersionCheck.cs +57 -57
- package/Samples~/Demos/MooseRunner.Demo.Support/MooseRunnerSampleVersionCheck.cs.meta +1 -1
- package/Samples~/Demos/MooseRunner.Demo.Tests/ExplicitAttributeTests.cs +36 -36
- package/Samples~/Demos/MooseRunner.Demo.Tests/InstanceHandlingVerificationTest.cs +99 -99
- package/Third Party Notices.md +37 -37
- package/package.json +1 -1
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using UnityEngine;
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namespace MooseRunner.Internal.Tests
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{
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/// <summary>
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/// Represents an enemy that uses physics-based movement instead of root motion.
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/// The Animator's "speed" parameter is still used to control animations.
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/// </summary>
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[RequireComponent(typeof(Rigidbody), typeof(Animator))]
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public class Enemy : MonoBehaviour
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{
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/// <summary>
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/// The Rigidbody component for handling physics-based interactions.
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/// </summary>
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private Rigidbody _rb;
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/// <summary>
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/// The Animator component responsible for controlling animations.
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/// </summary>
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private Animator _animator;
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/// <summary>
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/// Specifies the forward movement speed of the enemy.
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/// </summary>
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public float moveSpeed = 1f;
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/// <summary>
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/// Controls whether the enemy is allowed to move forward using physics.
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/// </summary>
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public bool moveForward;
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/// <summary>
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/// Initializes the Animator and Rigidbody components and sets up their behavior.
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/// </summary>
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private void Start()
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{
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// Get Rigidbody and Animator components
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_rb = GetComponent<Rigidbody>();
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_animator = GetComponent<Animator>();
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// Configure Rigidbody constraints
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_rb.useGravity = true; // Enable gravity
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_rb.constraints = RigidbodyConstraints.FreezeRotation; // Prevent unwanted rotation
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_rb.mass = 1f;
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// Disable root motion since we are using physics-based movement
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_animator.applyRootMotion = false;
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}
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/// <summary>
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/// Updates the animation state based on movement input.
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/// </summary>
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private void Update()
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{
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// Update the "speed" parameter in the Animator (1 = move, 0 = stationary)
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_animator.SetFloat("Speed", moveForward ? 1f : 0f);
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}
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/// <summary>
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/// Handles physics-based movement in FixedUpdate.
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/// </summary>
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private void FixedUpdate()
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{
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if (moveForward)
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{
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// Apply forward velocity in the local Z-axis (character's forward direction)
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Vector3 forwardMovement = transform.forward * moveSpeed;
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_rb.linearVelocity = new Vector3(forwardMovement.x, _rb.linearVelocity.y, forwardMovement.z);
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}
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else
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{
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// Stop horizontal movement when stationary
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_rb.linearVelocity = new Vector3(0, _rb.linearVelocity.y, 0);
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}
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if (transform.position.y < -4)
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{
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Destroy(this.gameObject);
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}
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}
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public void KillEnemy()
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{
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// Get the player's Animator component for the death animation
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Animator animator = GetComponent<Animator>();
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if (animator != null)
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{
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animator.SetTrigger("Dead"); // Trigger "Die" animation
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}
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// Stop the character to see where it ended up.
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moveForward = false;
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// Optionally deactivate or destroy the player object after collision
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Destroy(this.gameObject, 5.0f);
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}
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}
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using UnityEngine;
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namespace MooseRunner.Internal.Tests
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{
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/// <summary>
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/// Represents an enemy that uses physics-based movement instead of root motion.
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/// The Animator's "speed" parameter is still used to control animations.
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/// </summary>
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[RequireComponent(typeof(Rigidbody), typeof(Animator))]
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public class Enemy : MonoBehaviour
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{
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/// <summary>
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/// The Rigidbody component for handling physics-based interactions.
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/// </summary>
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private Rigidbody _rb;
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/// <summary>
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/// The Animator component responsible for controlling animations.
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/// </summary>
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private Animator _animator;
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/// <summary>
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/// Specifies the forward movement speed of the enemy.
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/// </summary>
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public float moveSpeed = 1f;
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/// <summary>
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/// Controls whether the enemy is allowed to move forward using physics.
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/// </summary>
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public bool moveForward;
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/// <summary>
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/// Initializes the Animator and Rigidbody components and sets up their behavior.
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/// </summary>
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private void Start()
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{
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// Get Rigidbody and Animator components
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_rb = GetComponent<Rigidbody>();
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_animator = GetComponent<Animator>();
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// Configure Rigidbody constraints
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_rb.useGravity = true; // Enable gravity
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_rb.constraints = RigidbodyConstraints.FreezeRotation; // Prevent unwanted rotation
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_rb.mass = 1f;
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// Disable root motion since we are using physics-based movement
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_animator.applyRootMotion = false;
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}
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/// <summary>
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/// Updates the animation state based on movement input.
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/// </summary>
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private void Update()
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{
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// Update the "speed" parameter in the Animator (1 = move, 0 = stationary)
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_animator.SetFloat("Speed", moveForward ? 1f : 0f);
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}
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/// <summary>
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/// Handles physics-based movement in FixedUpdate.
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/// </summary>
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private void FixedUpdate()
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{
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if (moveForward)
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{
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// Apply forward velocity in the local Z-axis (character's forward direction)
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Vector3 forwardMovement = transform.forward * moveSpeed;
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_rb.linearVelocity = new Vector3(forwardMovement.x, _rb.linearVelocity.y, forwardMovement.z);
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}
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else
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{
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// Stop horizontal movement when stationary
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_rb.linearVelocity = new Vector3(0, _rb.linearVelocity.y, 0);
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}
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if (transform.position.y < -4)
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{
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Destroy(this.gameObject);
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}
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}
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public void KillEnemy()
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{
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// Get the player's Animator component for the death animation
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Animator animator = GetComponent<Animator>();
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if (animator != null)
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{
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animator.SetTrigger("Dead"); // Trigger "Die" animation
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}
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// Stop the character to see where it ended up.
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moveForward = false;
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// Optionally deactivate or destroy the player object after collision
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Destroy(this.gameObject, 5.0f);
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}
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}
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}
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@@ -1,19 +1,19 @@
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using UnityEngine;
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namespace MooseRunner.Internal.Tests
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{
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public class FireComponent : MonoBehaviour
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{
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// This method will be called when another object collides with this object
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private void OnCollisionEnter(Collision collision)
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{
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// Check if the colliding object has an "Enemy" component
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Enemy enemy = collision.gameObject.GetComponent<Enemy>();
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if (enemy != null)
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{
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enemy.KillEnemy();
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}
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}
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}
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using UnityEngine;
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namespace MooseRunner.Internal.Tests
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{
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public class FireComponent : MonoBehaviour
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{
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// This method will be called when another object collides with this object
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private void OnCollisionEnter(Collision collision)
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{
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// Check if the colliding object has an "Enemy" component
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Enemy enemy = collision.gameObject.GetComponent<Enemy>();
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if (enemy != null)
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{
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enemy.KillEnemy();
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}
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}
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}
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}
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