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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RobotAnimation : MonoBehaviour
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{
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public GameObject Robot;
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public Animator robotanimation;
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public int turning, pending, type;
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public float angle, curang, lmao, speed=25f;
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float calc(float desire)
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{
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lmao = desire;
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if (Mathf.Abs(desire - curang) <= 180F) return desire - curang;
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else return 360F - (desire - curang);
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}
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public void point1(float x, float z)
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{
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float radians = Mathf.Atan((Robot.transform.position.x - x) / (Robot.transform.position.z - z));
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float angl = calc(radians * (180 / Mathf.PI)) / speed;
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turning = (int)speed;
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pending = (int)1;
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angle = angl;
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type = 0;
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}
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public void point2(float x,float z)
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{
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float radians = Mathf.Atan((Robot.transform.position.x - x) / (Robot.transform.position.z - z));
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float angl = calc(radians * (180 / Mathf.PI)) / speed;
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turning = (int)speed;
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pending = (int)1;
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angle = angl;
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type = 1;
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}
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public void rest()
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{
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float angl = calc(0) / speed;
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turning = (int)speed;
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pending = (int)1;
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angle = angl;
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type = 2;
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}
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// Start is called before the first frame update
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void Start()
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{
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robotanimation = GetComponent<Animator>();
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}
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// Update is called once per frame
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void Update()
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{
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if (turning > 0)
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{
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turning--;
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Robot.transform.Rotate(0, angle, 0, Space.Self);
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curang += angle;
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}
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if (pending > 0)
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{
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pending--;
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if (pending == 0)
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{
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if (type == 0) robotanimation.Play("Point1");
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else if (type == 1) robotanimation.Play("Point2");
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else if (type == 2)
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{
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robotanimation.Play("Rest");
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pending = 100;
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type = 3;
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}
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else if (type == 3) robotanimation.Play("Idle");
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}
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}
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}
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}
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