reajust unabomber cabine pos
This commit is contained in:
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m_LocalPosition: {x: -0.88, y: 1.8, z: -2.36}
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m_LocalPosition: {x: -7.783788, y: 1.8, z: 6.245502}
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m_LocalScale: {x: 0.78, y: 1.16, z: 1}
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rotation: {x: 0, y: 180, z: 0}
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@@ -21,6 +21,9 @@ public sealed class PortalServerGrid : MonoBehaviour
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[SerializeField] private Vector3 rotation = new Vector3(0, 180, 0);
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[SerializeField] private Vector3 rotation = new Vector3(0, 180, 0);
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[Tooltip("Multiplier applied to the prefab's original scale.")]
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[Tooltip("Multiplier applied to the prefab's original scale.")]
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[SerializeField, Min(0.001f)] private float scaleMultiplier = 1;
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[SerializeField, Min(0.001f)] private float scaleMultiplier = 1;
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[Tooltip("Optional entrance (e.g. the portal): no server is placed in a circle just past it, along its forward axis.")]
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[SerializeField] private Transform keepClear;
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[SerializeField, Min(0)] private float keepClearRadius = 5;
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private PortalMeadow meadow;
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private PortalMeadow meadow;
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private GameObject generated;
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private GameObject generated;
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@@ -137,6 +140,9 @@ public sealed class PortalServerGrid : MonoBehaviour
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lastSize.y * 0.5f - edgeMargin.y) - footprint * 0.5f - Mathf.Abs(offsetZ);
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lastSize.y * 0.5f - edgeMargin.y) - footprint * 0.5f - Mathf.Abs(offsetZ);
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float startRadius = Mathf.Max(firstRingRadius, footprint * 0.5f + Mathf.Abs(offsetZ));
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float startRadius = Mathf.Max(firstRingRadius, footprint * 0.5f + Mathf.Abs(offsetZ));
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var poses = new List<Pose>();
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var poses = new List<Pose>();
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// The circle touches the entrance and extends in front of it, so the player never lands in a server.
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Vector3 clearCentre = keepClear
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? transform.InverseTransformPoint(keepClear.position + keepClear.forward * keepClearRadius * 0.5f) : Vector3.zero;
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int ring = 0;
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int ring = 0;
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for (float radius = startRadius; radius <= maxRadius; radius += ringStep, ring++)
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for (float radius = startRadius; radius <= maxRadius; radius += ringStep, ring++)
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{
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{
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@@ -154,6 +160,9 @@ public sealed class PortalServerGrid : MonoBehaviour
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{
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{
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float angle = angleOffset * Mathf.Deg2Rad + (i + (ring % 2) * 0.5f) * Mathf.PI * 2 / around;
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float angle = angleOffset * Mathf.Deg2Rad + (i + (ring % 2) * 0.5f) * Mathf.PI * 2 / around;
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Vector3 radial = new Vector3(Mathf.Sin(angle), 0, Mathf.Cos(angle));
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Vector3 radial = new Vector3(Mathf.Sin(angle), 0, Mathf.Cos(angle));
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Vector3 ringPoint = lastCenter + radial * radius;
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if (keepClear && new Vector2(ringPoint.x - clearCentre.x, ringPoint.z - clearCentre.z).magnitude
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< keepClearRadius + footprint * 0.5f) continue;
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Quaternion facing = Quaternion.LookRotation(-radial, Vector3.up);
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Quaternion facing = Quaternion.LookRotation(-radial, Vector3.up);
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Vector3 position = lastCenter + radial * radius + facing * Vector3.forward * offsetZ;
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Vector3 position = lastCenter + radial * radius + facing * Vector3.forward * offsetZ;
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// Bounds already include the prefab rotation, scale and user rotation correction.
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// Bounds already include the prefab rotation, scale and user rotation correction.
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