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using UnityEngine;

public class GrapplingGun : MonoBehaviour
{
public Transform gunTip; // Transform of the grappling gun's tip
public LayerMask grappleLayer; // Layer mask for objects that the grappling gun can attach to
public float grappleSpeed = 10f; // Speed at which the player is reeled in by the grappling gun

private LineRenderer ropeRenderer;
private Vector3 grapplePoint;
private SpringJoint springJoint;
private bool isGrappling;

void Start()
{
ropeRenderer = GetComponent<LineRenderer>();
}

void Update()
{
if (Input.GetMouseButtonDown(0) && !isGrappling)
{
StartGrapple();
}
else if (Input.GetMouseButtonUp(0))
{
StopGrapple();
}
}

void FixedUpdate()
{
if (isGrappling)
{
ReelIn();
}
}

void StartGrapple()
{
RaycastHit hit;

if (Physics.Raycast(gunTip.position, gunTip.forward, out hit, Mathf.Infinity, grappleLayer))
{
grapplePoint = hit.point;
springJoint = gameObject.AddComponent<SpringJoint>();
springJoint.autoConfigureConnectedAnchor = false;
springJoint.connectedAnchor = grapplePoint;

float distanceFromPoint = Vector3.Distance(transform.position, grapplePoint);
springJoint.maxDistance = distanceFromPoint * 0.8f;
springJoint.minDistance = distanceFromPoint * 0.25f;

ropeRenderer.enabled = true;
ropeRenderer.SetPosition(0, gunTip.position);
ropeRenderer.SetPosition(1, grapplePoint);

isGrappling = true;
}
}

void StopGrapple()
{
Destroy(springJoint);
ropeRenderer.enabled = false;
isGrappling = false;
}

void ReelIn()
{
float distanceFromPoint = Vector3.Distance(transform.position, grapplePoint);
if (distanceFromPoint > 1f)
{
transform.position = Vector3.Lerp(transform.position, grapplePoint, Time.deltaTime * grappleSpeed / distanceFromPoint);
}
}
}



using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Projectile : MonoBehaviour
{
public float speed = 20f;
public Rigidbody2D rb;

void Start()
{
rb.velocity = transform.right * speed;
}

void OnTriggerEnter2D(Collider2D hitInfo)
{
// Destroy projectile when it hits a target
Destroy(gameObject);
}
}



using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RapidFireProjectile : MonoBehaviour
{
public float speed = 20f;
public float fireRate = 0.5f;
private float nextFire = 0.0f;
public Rigidbody2D projectilePrefab;
public Transform firePoint;

void Update()
{
if (Input.GetButton("Fire1") && Time.time > nextFire)
{
nextFire = Time.time + fireRate;
Shoot();
}
}

void Shoot()
{
Rigidbody2D projectileInstance = Instantiate(projectilePrefab, firePoint.position, firePoint.rotation);
projectileInstance.velocity = firePoint.right * speed;
}



using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MultiShotProjectile : MonoBehaviour
{
public float speed = 20f;
public float fireRate = 0.5f;
private float nextFire = 0.0f;
public Rigidbody2D projectilePrefab;
public Transform firePoint;
public float angleStep = 45f;

void Update()
{
if (Input.GetButton("Fire1") && Time.time > nextFire)
{
nextFire = Time.time + fireRate;
Shoot();
}
}

void Shoot()
{
for (int i = 0; i < 8; i++)
{
float angle = i * angleStep;
Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);
Rigidbody2D projectileInstance = Instantiate(projectilePrefab, firePoint.position, rotation);
projectileInstance.velocity = projectileInstance.transform.right * speed;
}
}
}
import tensorflow as tf
from tensorflow import keras
from tensorflow.keras import layers
import numpy as np
import bpy

# Define the dimensions of the 3D models to be generated
latent_dim = 100
img_height = 64
img_width = 64
img_depth = 64
channels = 1

# Define the generator network
generator = keras.Sequential(
[
keras.Input(shape=(latent_dim,)),
layers.Dense(8*8*8*256),
layers.Reshape((8, 8, 8, 256)),
layers.Conv3DTranspose(128, kernel_size=4, strides=2, padding="same"),
layers.Conv3DTranspose(64, kernel_size=4, strides=2, padding="same"),
layers.Conv3DTranspose(32, kernel_size=4, strides=2, padding="same"),
layers.Conv3DTranspose(channels, kernel_size=4, strides=2, padding="same", activation="tanh"),
],
name="generator",
)

# Define the discriminator network
discriminator = keras.Sequential(
[
keras.Input(shape=(img_height, img_width, img_depth, channels)),
layers.Conv3D(32, kernel_size=4, strides=2, padding="same"),
layers.Conv3D(64, kernel_size=4, strides=2, padding="same"),
layers.Conv3D(128, kernel_size=4, strides=2, padding="same"),
layers.Conv3D(256, kernel_size=4, strides=2, padding="same"),
layers.Flatten(),
layers.Dense(1, activation="sigmoid"),
],
name="discriminator",
)

# Define the GAN model
discriminator.trainable = False
gan_input = keras.Input(shape=(latent_dim,))
gan_output = discriminator(generator(gan_input))
gan = keras.Model(gan_input, gan_output, name="gan")

# Compile the models
generator_optimizer = keras.optimizers.Adam(learning_rate=0.0002, beta_1=0.5)
discriminator_optimizer = keras.optimizers.Adam(learning_rate=0.0002, beta_1=0.5)
discriminator.compile(loss="binary_crossentropy", optimizer=discriminator_optimizer)
gan.compile(loss="binary_crossentropy", optimizer=generator_optimizer)

# Define a function to generate 3D models using the GAN model
def generate_3d_model():
# Generate a random noise vector
noise = tf.random.normal([1, latent_dim])
# Generate a 3D model from the noise vector
generated_model = generator.predict(noise)
# Reshape the generated model into a 3D array
generated_model = np.reshape(generated_model, (img_height, img_width, img_depth))
# Convert the 3D array to a Blender mesh object
mesh = bpy.data.meshes.new("GeneratedMesh")
mesh.from_pydata(generated_model.tolist(), [], [])
mesh.update()
# Create a new object and link it to the mesh
obj = bpy.data.objects.new("GeneratedObject", mesh)
bpy.context.scene.collection.objects.link(obj)

# Train the GAN model and generate 3D models at regular intervals
for i in range(1000):
# Train the discriminator on real and generated 3D models
real_models = ...
fake_models = ...
X = np.concatenate([real_models, fake_models])
y = np.concatenate([np.ones((len(real_models), 1)), np.zeros((len




     
 
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