fix: remove duplicate code blocks in AgentVisual.cs

Remove accidentally duplicated code that was causing compilation errors:
- Duplicate closing braces and comments around line 244
- Duplicate Destroy(itemObj) call around line 674
- Duplicate field definitions for _socialCheckTimer and _relationships

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
empty
2026-01-02 02:20:32 +08:00
parent dee374286e
commit 642205529c

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@@ -106,6 +106,10 @@ namespace TheIsland.Visual
private float _socialCheckTimer;
private Dictionary<int, RelationshipData> _relationships = new Dictionary<int, RelationshipData>();
private Dictionary<int, float> _lastGreetingTimes = new Dictionary<int, float>(); // Cooldown per agent
// Phase 21-C: Follow Behavior
private Transform _followTarget;
private float _followUpdateTimer;
#endregion
#region Properties
@@ -234,9 +238,47 @@ namespace TheIsland.Visual
// Agent might be moving but stuck or thinking
}
}
// Phase 21-C: Follow Update Loop
else if (_followTarget != null)
{
_followUpdateTimer += Time.deltaTime;
if (_followUpdateTimer > 0.1f) // Update path every 0.1s
{
_followUpdateTimer = 0;
if (_navAgent.enabled)
{
// Calculate position behind the target (1.5m)
// Or just move towards them but stop at 1.5m radius
// Let's rely on NavMeshAgent stopping distance, but set dest to target pos
Vector3 dest = _followTarget.position;
// Try to offset slightly to avoid perfect overlap if stopping dist fails
// Vector3 dir = (transform.position - dest).normalized;
// dest += dir * 1.5f;
_navAgent.SetDestination(dest);
_navAgent.stoppingDistance = 1.6f; // Stop 1.6m away
}
}
// Manually handle flipping based on relative position if stationary
Vector3 vel = _navAgent.velocity;
// Manual flipping based on velocity X
if (Mathf.Abs(vel.x) > 0.1f)
{
bool flip = vel.x < 0;
if (_spriteRenderer.flipX != flip) _spriteRenderer.flipX = flip;
}
if (_animator != null) _animator.SetMovement(vel);
}
else
{
if (_navAgent.enabled && _navAgent.isOnNavMesh) _navAgent.ResetPath();
if (_navAgent.enabled && _navAgent.isOnNavMesh) {
_navAgent.ResetPath();
_navAgent.stoppingDistance = 0.5f; // Reset default
}
if (_animator != null) _animator.SetMovement(Vector3.zero);
}
@@ -519,6 +561,18 @@ namespace TheIsland.Visual
// The spawn positions have Y=0.
_targetPosition.y = transform.position.y;
_isMoving = true;
_followTarget = null; // Clear follow target on explicit move
}
// Phase 21-C: Follow Target
public void SetFollowTarget(Transform target)
{
_followTarget = target;
if (target != null)
{
_isMoving = true;
_followUpdateTimer = 0; // Force immediate update
}
}
private void MoveTowardsTarget()
@@ -552,6 +606,102 @@ namespace TheIsland.Visual
_spriteRenderer.transform.localPosition = pos;
yield return null;
}
// Ensure it returns to original position after jump
_spriteRenderer.transform.localPosition = startPos;
}
// Phase 23: Give Item Animation
public void DoGiveItem(Transform target, string itemType)
{
if (target == null) return;
StartCoroutine(GiveItemRoutine(target, itemType));
}
private IEnumerator GiveItemRoutine(Transform target, string itemType)
{
// Create item visual
GameObject itemObj = GameObject.CreatePrimitive(PrimitiveType.Sphere);
// Disable collider to avoid physics interaction
var collider = itemObj.GetComponent<Collider>();
if (collider) Destroy(collider);
itemObj.transform.position = transform.position + Vector3.up * 1.5f;
itemObj.transform.localScale = Vector3.one * 0.3f;
// Color code
var renderer = itemObj.GetComponent<Renderer>();
if (renderer != null)
{
// Simple material usage (might need shader support for transparency but standard is fine for opaque)
if (itemType == "herb" || itemType == "medicine")
renderer.material.color = Color.green;
else if (itemType == "food")
renderer.material.color = new Color(1f, 0.5f, 0f); // Orange
else
renderer.material.color = Color.cyan;
}
// Animate Parabola
Vector3 startPos = itemObj.transform.position;
float duration = 0.8f;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = elapsed / duration;
// Target might move/destroy
Vector3 targetPos = (target != null) ? target.position + Vector3.up * 1.5f : startPos + transform.forward * 2f;
// Linear move
Vector3 currentPos = Vector3.Lerp(startPos, targetPos, t);
// Arc
float height = Mathf.Sin(t * Mathf.PI) * 1.5f;
currentPos.y += height;
itemObj.transform.position = currentPos;
yield return null;
}
Destroy(itemObj);
}
// Phase 24: Group Activity Visuals
public void DoStorytelling()
{
// Show "Story" Emote
ShowEmotion("📖");
// Visual cue: Small hop sequence to indicate lively telling
StartCoroutine(StorytellingRoutine());
}
private IEnumerator StorytellingRoutine()
{
// Perform a few small hops while telling
for (int i = 0; i < 3; i++)
{
yield return JumpRoutine();
yield return new WaitForSeconds(1.5f);
}
}
public void DoListen(Transform target)
{
// Turn to face target
if (target != null && _spriteRenderer != null)
{
float dx = target.position.x - transform.position.x;
if (Mathf.Abs(dx) > 0.1f)
{
_spriteRenderer.flipX = dx < 0;
}
}
// Show "Listen" Emote
ShowEmotion("👂");
}
private void OnMouseDown()