Horseshoes is partially implemented, as is support for future scorekeeping.

This commit is contained in:
2026-02-23 04:44:07 -05:00
parent 6af54f5d58
commit 2a186247f5
55 changed files with 9807 additions and 5378 deletions
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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
[UdonBehaviourSyncMode(BehaviourSyncMode.Continuous)]
public class PlayerHorseshoe : UdonSharpBehaviour
{
[SerializeField] private Transform[] _ValidStakes;
[Space]
[SerializeField] private Rigidbody _HorseshoeRigidBody;
[SerializeField] private PlayerHorseshoeStakeDetection _RingerDetector;
[SerializeField] private PlayerHorseshoeStakeDetection _LeanDetector;
[SerializeField] private Transform[] _DistanceDetectors;
private bool _CheckMotion = false;
private float _CheckMotionTimer = 0.0f;
void FixedUpdate()
{
if (_CheckMotion)
{
if (_HorseshoeRigidBody.velocity.magnitude < 0.0000000000001f &&
_HorseshoeRigidBody.angularVelocity.sqrMagnitude < 0.0000000000001f)
{
_CheckMotionTimer += Time.fixedDeltaTime;
if (_CheckMotionTimer >= 0.5f)
{
_CheckMotion = false;
_CheckMotionTimer = 0.0f;
if (_RingerDetector.StakeCollision)
{
Debug.Log("[PlayerHorseshoe] Ringer!!!");
}
//else if (_LeanDetector.StakeCollision)
//{
// Debug.LogError("[PlayerHorseshoe] Leaning on stake.");
//}
else
{
// First, figure out which stake we're closest to
Vector3 ClosestStakePosition = Vector3.zero;
float ClosestStakeDistance = float.MaxValue;
foreach (Transform StakeTransform in _ValidStakes)
{
float DistanceToStake = Vector3.Distance(transform.position, StakeTransform.position);
if (DistanceToStake < ClosestStakeDistance)
{
ClosestStakeDistance = DistanceToStake;
ClosestStakePosition = StakeTransform.position;
}
}
// Then determine which distance detector is closest to this stake
float ClosestShoeDistance = float.MaxValue;
foreach (Transform DistanceDetector in _DistanceDetectors)
{
float DistanceToStake = Vector3.Distance(DistanceDetector.position, ClosestStakePosition);
if (DistanceToStake < ClosestShoeDistance)
{
ClosestShoeDistance = DistanceToStake;
}
}
// At this point, we know the shortest distance between the shoe and stake
Debug.Log("[PlayerHorseshoe] Detected distance: " + ClosestShoeDistance);
}
}
}
else
{
_CheckMotionTimer = 0.0f;
}
}
}
public override void OnDrop()
{
SendCustomEventDelayedSeconds(nameof(StartCheckingMotion), 0.05f);
base.OnDrop();
}
public void StartCheckingMotion()
{
_CheckMotion = true;
_CheckMotionTimer = 0.0f;
}
}
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using System;
using UdonSharp;
using UnityEngine;
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class PlayerHorseshoeStakeDetection : UdonSharpBehaviour
{
[NonSerialized] public bool StakeCollision = false;
private int _ColliderCounter = 0;
private void OnTriggerEnter(Collider Other)
{
if (Other.name.StartsWith("Stake"))
{
if (_ColliderCounter == 0)
{
StakeCollision = true;
}
_ColliderCounter++;
}
}
private void OnTriggerExit(Collider Other)
{
if (Other.name.StartsWith("Stake"))
{
_ColliderCounter--;
if (_ColliderCounter == 0)
{
StakeCollision = false;
}
}
}
}
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