add project files
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using System.Collections.Generic;
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using UnityEngine;
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public class Section : CoreBehaviour
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{
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public int difficulty;
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public Transform endLevel;
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public bool differentPath;
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public bool V_1_1;
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public bool V_1_6;
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public int sectionCountNormalSection = 1;
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public bool containIngameAds = true;
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public void Setup(CoreDef def)
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{
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}
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[ContextMenu("TEST")]
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public void Test()
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{
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TestSection(this);
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}
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public static void TestSection(Section b)
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{
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AppController app = Object.FindObjectOfType<AppController>();
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if (!(app == null))
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{
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CoreController core = app.coreGame;
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var forced = new List<Section> { b };
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if (core != null)
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{
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core.debugForcedLevel = forced;
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}
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}
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}
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private static float WrapAngle(float angle)
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{
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angle %= 360f;
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if (angle > 180f)
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{
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angle -= 360f;
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}
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return angle;
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}
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public float GetYRotationTurnSection(Vector3 pos, float curYRot, MovePlayer moveP)
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{
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float t = 0f;
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if (moveP.verti)
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{
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float from = base.transform.position.z;
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float to = endLevel.transform.position.z;
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if (from != to)
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{
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float r = (pos.z - from) / (to - from);
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if (r >= 0f)
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{
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t = Mathf.Min(r, 1f);
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}
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}
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}
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else
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{
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float from = base.transform.position.x;
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float to = endLevel.transform.position.x;
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if (from != to)
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{
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float r = (pos.x - from) / (to - from);
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if (r >= 0f)
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{
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t = Mathf.Min(r, 1f);
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}
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}
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}
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float targetY = WrapAngle(endLevel.transform.eulerAngles.y);
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if (t >= 0.99f)
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{
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moveP.EndTurn();
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return targetY;
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}
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return curYRot + Mathf.Max(t, 0f) * (targetY - curYRot);
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}
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public Vector3 GetPosTurnSection(Vector3 pos, float curYRot, Player p)
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{
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return Vector3.zero;
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}
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}
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