add train moving logic
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@@ -0,0 +1,106 @@
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using UnityEngine;
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public enum TrainType
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{
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EP2D,
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Ivolga2,
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Ivolga3
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}
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public class LocomotionHandler : MonoBehaviour
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{
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[SerializeField] private Train[] trains;
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[SerializeField] private Material[] materials;
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[SerializeField] private float effectDuration;
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public float trainSpeed;
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public float pullUpPositionBefore;
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public float pullUpPositionAfter;
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public readonly float pullUpPosition = -12;
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private Coroutine c_effect;
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void Update()
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{
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if(Input.GetKeyDown(KeyCode.Alpha1))
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ShowTrain(TrainType.EP2D);
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if(Input.GetKeyDown(KeyCode.Alpha2))
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ShowTrain(TrainType.Ivolga2);
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if(Input.GetKeyDown(KeyCode.Alpha3))
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ShowTrain(TrainType.Ivolga3);
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}
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void Start()
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{
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foreach(var train in trains)
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{
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train.gameObject.SetActive(false);
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}
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foreach(var material in materials)
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{
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material.SetFloat("_EffectPosition", 5);
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}
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}
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public void ShowTrain(TrainType trainType)
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{
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var activeTrain = trains.FirstOrDefault(x => x.gameObject.activeSelf);
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if(activeTrain != null)
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activeTrain.Hide();
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trains.First(x => x.type == trainType)
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.gameObject.SetActive(true);
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}
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// void SetEffect(bool isShow)
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// {
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// if(c_effect != null)
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// {
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// StopCoroutine(c_effect);
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// c_effect = null;
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// }
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// c_effect = StartCoroutine(SetEffectRoutine(isShow));
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// }
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IEnumerator SetEffectRoutine(bool isShow)
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{
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float startPosition = materials[0].GetFloat("_EffectPosition");
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float currentValue = startPosition;
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float endPosition = 0;
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if(isShow) endPosition = 5;
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else endPosition = -5;
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float progress = 0;
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float duration = effectDuration;;
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while(progress < 1)
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{
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currentValue = Mathf.Lerp(startPosition, endPosition, progress);
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for(int i = 0; i < materials.Length; i++)
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{
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materials[i]
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.SetFloat("_EffectPosition", currentValue);
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}
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progress += duration * Time.deltaTime;
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yield return null;
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}
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for(int i = 0; i < materials.Length; i++)
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{
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materials[i]
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.SetFloat("_EffectPosition", endPosition);
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}
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}
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}
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