- Added a game manager for keeping score.

- Added concrete platforms to the horseshoes court.
- Simplified stable barrel collision. Not related to horseshoes. Sorry.
This commit is contained in:
2026-02-24 17:56:18 -05:00
parent 2a186247f5
commit 8c29052216
54 changed files with 6969 additions and 6485 deletions
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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
public class HorseshoesGameManager : UdonSharpBehaviour
{
private const float IN_COUNT_DISTANCE = (0.0254f * 6);
private const int RINGER_POINT_VALUE = 3;
public void CalculatePoints(PlayerHorseshoe Shoe, float DistanceFromStake)
{
if (DistanceFromStake <= IN_COUNT_DISTANCE)
{
Debug.Log("[HorseshoesGameManager] Horseshoe is in count");
}
else
{
Debug.Log("[HorseshoesGameManager] Horseshoe is not in play");
}
}
public void CalculateRinger(PlayerHorseshoe Shoe)
{
Debug.Log("[HorseshoesGameManager] Ringer!");
}
}
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View File
@@ -8,6 +8,7 @@ using VRC.Udon;
[UdonBehaviourSyncMode(BehaviourSyncMode.Continuous)]
public class PlayerHorseshoe : UdonSharpBehaviour
{
[SerializeField] private HorseshoesGameManager _GameManager;
[SerializeField] private Transform[] _ValidStakes;
[Space]
[SerializeField] private Rigidbody _HorseshoeRigidBody;
@@ -29,46 +30,7 @@ public class PlayerHorseshoe : UdonSharpBehaviour
_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);
}
DetermineDistance();
}
}
else
@@ -77,6 +39,59 @@ public class PlayerHorseshoe : UdonSharpBehaviour
}
}
}
private void DetermineDistance()
{
if (_RingerDetector.StakeCollision)
{
_GameManager.CalculateRinger(this);
}
//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)
{
// Change Y value to 0 for all positions, so we only measure lateral position.
Vector3 DistanceDetectorPositionLateral = DistanceDetector.position;
DistanceDetectorPositionLateral.y = 0.0f;
Vector3 ClosestStakePositionLateral = ClosestStakePosition;
ClosestStakePositionLateral.y = 0.0f;
float DistanceToStake = Vector3.Distance(DistanceDetectorPositionLateral, ClosestStakePositionLateral);
if (DistanceToStake < ClosestShoeDistance)
{
ClosestShoeDistance = DistanceToStake;
}
}
// Subtract half an inch from the measurement, since we measure from the
// centre of the 1" diameter stake
ClosestShoeDistance -= (0.0254f / 2.0f);
_GameManager.CalculatePoints(this, ClosestShoeDistance);
//Debug.Log("[PlayerHorseshoe] Detected distance: " + ClosestShoeDistance);
}
StopCheckingMotion();
}
public override void OnDrop()
{
@@ -88,4 +103,9 @@ public class PlayerHorseshoe : UdonSharpBehaviour
_CheckMotion = true;
_CheckMotionTimer = 0.0f;
}
public void StopCheckingMotion()
{
_CheckMotion = false;
_CheckMotionTimer = 0.0f;
}
}
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