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152 changes: 152 additions & 0 deletions Free fire India
Original file line number Diff line number Diff line change
@@ -0,0 +1,152 @@
public class CulturalItems : MonoBehaviour
{
// Chai Kit - Health Regeneration
public void UseChaiKit(PlayerHealth health)
{
StartCoroutine(RegenerateHealth(health));
}

IEnumerator RegenerateHealth(PlayerHealth health)
{
for (int i = 0; i < 5; i++)
{
health.Heal(10);
yield return new WaitForSeconds(1f);
}
}

// Holi Color Grenade
public class HoliGrenade : Throwable
{
public Color[] revealColors;

protected override void Explode()
{
Collider[] targets = Physics.OverlapSphere(transform.position, blastRadius);
foreach (Collider target in targets)
{
if (target.CompareTag("Enemy"))
{
// Apply colored outline
target.GetComponent<EnemyOutline>().ApplyHoliEffect(
revealColors[Random.Range(0, revealColors.Length)]
);
}
}
Instantiate(explosionVFX, transform.position, Quaternion.identity);
}
}
}public class CulturalItems : MonoBehaviour
{
// Chai Kit - Health Regeneration
public void UseChaiKit(PlayerHealth health)
{
StartCoroutine(RegenerateHealth(health));
}

IEnumerator RegenerateHealth(PlayerHealth health)
{
for (int i = 0; i < 5; i++)
{
health.Heal(10);
yield return new WaitForSeconds(1f);
}
}

// Holi Color Grenade
public class HoliGrenade : Throwable
{
public Color[] revealColors;

protected override void Explode()
{
Collider[] targets = Physics.OverlapSphere(transform.position, blastRadius);
foreach (Collider target in targets)
{
if (target.CompareTag("Enemy"))
{
// Apply colored outline
target.GetComponent<EnemyOutline>().ApplyHoliEffect(
revealColors[Random.Range(0, revealColors.Length)]
);
}
}
Instantiate(explosionVFX, transform.position, Quaternion.identity);
}

public class DynamicMapEvents : MonoBehaviour
{
// Himalayan Avalanche
public void TriggerAvalanche(Transform zone)
{
StartCoroutine(AvalancheSequence(zone));
}

IEnumerator AvalancheSequence(Transform zone)
{
// Visual effects
ParticleSystem snowStorm = zone.GetComponentInChildren<ParticleSystem>();
snowStorm.Play();

// Physics effects
yield return new WaitForSeconds(2f);
Collider[] players = Physics.OverlapBox(zone.position, new Vector3(200,50,400));
foreach (Collider player in players)
{
player.GetComponent<PlayerImpact>().ApplyEnvironmentalDamage(
DamageType.Avalanche,
25,
Vector3.down * 10f
);
}
}

// Mumbai Train System
public class MovingTrain : MonoBehaviour
{
public Transform[] pathPoints;
public float speed = 30f;

void Update()
{
// Train movement logic
transform.position = Vector3.MoveTowards(
transform.position,
GetNextPoint(),
speed * Time.deltaTime
);

// Damage players on collision
if (Physics.CheckSphere(transform.position, 8f, LayerMask.GetMask("Players")))
{
Collider[] hitPlayers = Physics.OverlapSphere(transform.position, 8f);
foreach (Collider player in hitPlayers)
{
player.GetComponent<PlayerHealth>().TakeDamage(50);
}
}
}
}
}// Asset bundling for regional skins
IEnumerator LoadRegionalSkin(string stateName)
{
AssetBundleCreateRequest bundleRequest =
AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, stateName));
yield return bundleRequest;
ApplySkin(bundleRequest.assetBundle.LoadAsset<Material>(stateName + "_Skin"));
}// Yoddha Shield validation
void ValidatePlayerMovement()
{
if (player.position.y > 150 ||
player.velocity.magnitude > maxSpeed * 1.5f)
{
StartCoroutine(CheckForHacking(player));
}
}# Sample matchmaking logic (Python backend)
def matchmake_players(region):
optimal_servers = {
"North": "delhi-server1",
"South": "chennai-server3",
"West": "mumbai-server2"
}
return optimal_servers.get(region, "mumbai-default")