Add runner mechanics and travel asset library
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using UnityEngine;
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// 슬라이딩 장애물 패턴이 켜질 때마다 매달린 장애물 위치를 섞는다.
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public class SlideObstaclePattern : MonoBehaviour
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{
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public Transform[] obstacles; // 위치를 바꿀 고공 장애물들
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public float[] xPositions = { -1.65f, -0.55f, 0.55f, 1.65f }; // 선택 가능한 로컬 x 위치
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public float minSpacing = 1.5f; // 두 장애물 사이의 최소 간격
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private void OnEnable()
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{
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if(obstacles == null || obstacles.Length == 0 || xPositions == null || xPositions.Length == 0)
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{
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return;
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}
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int firstIndex = Random.Range(0, xPositions.Length);
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if(obstacles.Length == 1 || xPositions.Length == 1)
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{
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PlaceObstacle(obstacles[0], xPositions[firstIndex]);
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return;
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}
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int secondIndex = PickSecondIndex(firstIndex);
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float leftX = xPositions[firstIndex];
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float rightX = xPositions[secondIndex];
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if(leftX > rightX)
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{
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float temp = leftX;
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leftX = rightX;
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rightX = temp;
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}
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PlaceObstacle(obstacles[0], leftX);
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PlaceObstacle(obstacles[1], rightX);
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}
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private int PickSecondIndex(int firstIndex)
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{
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for(int i = 0; i < 12; i++)
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{
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int candidateIndex = Random.Range(0, xPositions.Length);
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if(candidateIndex != firstIndex && Mathf.Abs(xPositions[candidateIndex] - xPositions[firstIndex]) >= minSpacing)
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{
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return candidateIndex;
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}
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}
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int bestIndex = firstIndex;
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float bestDistance = 0f;
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for(int i = 0; i < xPositions.Length; i++)
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{
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float distance = Mathf.Abs(xPositions[i] - xPositions[firstIndex]);
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if(distance > bestDistance)
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{
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bestDistance = distance;
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bestIndex = i;
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}
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}
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return bestIndex;
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}
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private void PlaceObstacle(Transform obstacle, float xPosition)
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{
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if(obstacle == null)
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{
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return;
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}
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Vector3 localPosition = obstacle.localPosition;
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localPosition.x = xPosition;
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obstacle.localPosition = localPosition;
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}
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}
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