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https://github.com/Bragin-Stepan/project-entity.git
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fix
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4
.gitignore
vendored
4
.gitignore
vendored
@@ -28,6 +28,7 @@
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# Visual Studio cache directory
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# Visual Studio cache directory
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.vs/
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.vs/
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.agent/
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.agent/
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.agents/
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# Gradle cache directory
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# Gradle cache directory
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.gradle/
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.gradle/
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@@ -65,6 +66,9 @@ sysinfo.txt
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*.unitypackage.meta
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*.unitypackage.meta
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*.app
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*.app
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# AI
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Antigravity.Ide.Editor.csproj
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# Crashlytics generated file
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# Crashlytics generated file
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crashlytics-build.properties
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crashlytics-build.properties
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@@ -46,7 +46,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
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private void OnEndTeleport()
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private void OnEndTeleport()
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{
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{
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if (_radius <= 0 || _damage <= 0) return;
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if (_radius <= 0 || _damage <= 0)
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return;
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int count = Physics.OverlapSphereNonAlloc(
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int count = Physics.OverlapSphereNonAlloc(
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_toPoint.position,
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_toPoint.position,
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@@ -44,6 +44,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
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private Vector3 GetRandomPointInRadius(Vector3 center, float radius)
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private Vector3 GetRandomPointInRadius(Vector3 center, float radius)
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{
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{
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Vector2 randomPoint = Random.insideUnitCircle * radius;
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Vector2 randomPoint = Random.insideUnitCircle * radius;
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return center + new Vector3(randomPoint.x, 0f, randomPoint.y);
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return center + new Vector3(randomPoint.x, 0f, randomPoint.y);
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}
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}
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}
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}
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@@ -28,7 +28,7 @@ namespace _Project.Develop.Runtime.Utils.InputManagement
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ICompositeCondition playerToUiStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
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ICompositeCondition playerToUiStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
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.Add(new FuncCondition(() => _uiInput.IsEnabled));
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.Add(new FuncCondition(() => _uiInput.IsEnabled));
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// .Add(new FuncCondition(() => _playerHorseInput.IsEnabled));
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// .Add(new FuncCondition(() => _playerHorseInput.IsEnabled)); просто как пример что включен только 1 вариант
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ICompositeCondition uiToPlayerStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
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ICompositeCondition uiToPlayerStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
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.Add(new FuncCondition(() => _playerInput.IsEnabled));
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.Add(new FuncCondition(() => _playerInput.IsEnabled));
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