add jump and start bounce ability
This commit is contained in:
@@ -0,0 +1,6 @@
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using UnityEngine;
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public class BouncePad : MonoBehaviour
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{
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public float bounciness = 1;
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}
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walkSpeed: 2
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sprintMultiplier: 1.5
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gravity: 5
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gravity: 0.03
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rotationSpeed: 40
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jumpHeight: 250
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -3.43873, y: -0.01, z: 1.693}
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m_LocalScale: {x: 1, y: 0.19284, z: 1}
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m_Modifications:
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propertyPath: gravity
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value: 0.03
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propertyPath: jumpHeight
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value: 250
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propertyPath: rotationSpeed
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@@ -3088,3 +3218,4 @@ SceneRoots:
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- {fileID: 613495049}
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@@ -1,4 +1,5 @@
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using System.Collections;
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using TMPro;
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using Unity.VisualScripting.Antlr3.Runtime;
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using UnityEngine;
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using static UnityEngine.GraphicsBuffer;
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@@ -10,15 +11,17 @@ public class PlayerController : MonoBehaviour
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public Tool[] tools;
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float toolUseTimestamp = 0;
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public float walkSpeed;
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public float walkSpeed = 2;
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public float sprintMultiplier = 1.5f;
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public float gravity = 10;
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public float rotationSpeed = 15;
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public float gravity = 0.05f;
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public float rotationSpeed = 40;
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public float jumpHeight = 200f;
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Interactable nearestInteractable;
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public CameraController cameraController;
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private CharacterController characterController;
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private Vector3 moveDir;
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private float verticalVelocity;
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private bool hasControl = true; // set this to false if we want to stop reading player inputs
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private bool canUseTools = true; // set this to false if we want to stop reading player tool use
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private bool isSprinting = false;
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@@ -69,6 +72,7 @@ void Update()
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CheckWeaponChange();
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ApplyWalk();
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TryJump();
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}
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if (canUseTools)
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@@ -77,10 +81,23 @@ void Update()
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}
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CheckSprint();
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ApplySpeed();
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ApplyGravity();
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DoMovement();
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}
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#region Movement Calculation/Input Processing
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/// <summary>
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/// If player presses space, jump
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/// </summary>
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private void TryJump()
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{
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if (characterController.isGrounded && Input.GetKeyDown(KeyCode.Space))
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{
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verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * -gravity);
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}
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}
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/// <summary>
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/// Checks if shift is being held, isSprinting is true if it is
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/// </summary>
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@@ -141,47 +158,28 @@ void ApplyWalk()
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}
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/// <summary>
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/// Apply gravity and speed to moveDir
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/// Apply speed to moveDir
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/// </summary>
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void ApplyGravity()
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void ApplySpeed()
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{
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if (isSprinting)
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moveDir *= (walkSpeed * sprintMultiplier);
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else
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moveDir *= walkSpeed;
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moveDir.y += -gravity;
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}
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/// <summary>
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/// Move character with moveDir
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/// Apply gravity to moveDir
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/// </summary>
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void DoMovement()
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void ApplyGravity()
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{
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characterController.Move(moveDir * Time.deltaTime);
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// Makes sure we're grounded (built-in character controller is wonky)
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if (characterController.isGrounded && verticalVelocity < 0)
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{
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verticalVelocity = -2f;
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}
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/// <summary>
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/// Pass movement into character controller, lets us expose function without exposing
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/// whole char controller
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/// </summary>
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public void CharacterControllerMove(Vector3 movement)
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{
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characterController.Move(movement);
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}
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/// <summary>
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/// Auto-walk the character in the specified direction. Uses character's walk
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/// speed and camera rotation (per-frame)
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/// </summary>
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public void WalkInDirection(Vector3 direction)
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{
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Vector3 forwardDir = direction;
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forwardDir.y = 0; // don't move on the y axis
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forwardDir *= walkSpeed;
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characterController.Move(forwardDir * Time.deltaTime);
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verticalVelocity += -gravity;
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}
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/// <summary>
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@@ -292,61 +290,13 @@ void TryInteract()
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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Interactable interactable = other.GetComponent<Interactable>();
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// store nearest interactable if it exists
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if (interactable != null)
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{
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nearestInteractable = interactable;
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interactable.MoveInsideRange();
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}
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}
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private void OnTriggerExit(Collider other)
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{
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// just null out interactables when we leave an interactable trigger (we cant and shouldn't overlap interactables)
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Interactable interactable = other.GetComponent<Interactable>();
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// store nearest interactable if it exists
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if (interactable != null && nearestInteractable != null)
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{
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nearestInteractable.MoveOutsideRange();
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nearestInteractable = null;
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}
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}
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/// <summary>
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/// Sets the character's "hasControl" bool. All input is ignored when false
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/// Move character with moveDir
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/// </summary>
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public void SetCharacterControl(bool hasControl)
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void DoMovement()
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{
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this.hasControl = hasControl;
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}
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/// <summary>
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/// Sets the character's "canUseTools" bool. Tool use input is ignored when false
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/// </summary>
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public void SetCharacterCanUseTools(bool canUseTools)
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{
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this.canUseTools = canUseTools;
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}
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/// <summary>
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/// Gets the character's "hasControl" bool. All input is ignored when false
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/// </summary>
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public bool GetCharacterHasControl()
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{
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return hasControl;
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}
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/// <summary>
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/// Expose the character controller's velocity
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/// </summary>
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public Vector3 GetVelocity()
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{
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return characterController.velocity;
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moveDir.y = verticalVelocity;
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characterController.Move(moveDir * Time.deltaTime);
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}
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/// <summary>
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@@ -358,7 +308,7 @@ public Vector3 GetVelocity()
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/// try the previous tool if the tool at toolIndex is not unlocked.
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/// </param>
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/// </summary>
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private void SwitchTools(int toolIndex, bool defaultToUp=true)
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private void SwitchTools(int toolIndex, bool defaultToUp = true)
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{
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if (toolIndex < 0 || toolIndex >= tools.Length)
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{
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@@ -422,5 +372,109 @@ private void SwitchTools(bool up)
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else SwitchTools(newIndex - 1, false);
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}
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}
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#endregion
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#region External Controls
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/// <summary>
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/// Pass movement into character controller, lets us expose function without exposing
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/// whole char controller
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/// </summary>
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public void CharacterControllerMove(Vector3 movement)
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{
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characterController.Move(movement);
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}
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/// <summary>
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/// Auto-walk the character in the specified direction. Uses character's walk
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/// speed and camera rotation (per-frame)
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/// </summary>
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public void WalkInDirection(Vector3 direction)
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{
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Vector3 forwardDir = direction;
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forwardDir.y = 0; // don't move on the y axis
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forwardDir *= walkSpeed;
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characterController.Move(forwardDir * Time.deltaTime);
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}
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/// <summary>
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/// Sets the character's "hasControl" bool. All input is ignored when false
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/// </summary>
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public void SetCharacterControl(bool hasControl)
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{
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this.hasControl = hasControl;
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}
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/// <summary>
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/// Sets the character's "canUseTools" bool. Tool use input is ignored when false
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/// </summary>
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public void SetCharacterCanUseTools(bool canUseTools)
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{
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this.canUseTools = canUseTools;
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}
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/// <summary>
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/// Gets the character's "hasControl" bool. All input is ignored when false
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/// </summary>
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public bool GetCharacterHasControl()
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{
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return hasControl;
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}
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/// <summary>
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/// Expose the character controller's velocity
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/// </summary>
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public Vector3 GetVelocity()
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{
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return characterController.velocity;
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}
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/// <summary>
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/// Bounce off of object (upward), reverses downward velocity and multiplies it by
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/// the bounciness
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/// <param name="bounciness">How bouncy the surface is</param>
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/// </summary>
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public void Bounce(float bounciness)
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{
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float bounceForce = -verticalVelocity * bounciness;
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moveDir.y = bounceForce;
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}
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#endregion
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private void OnTriggerEnter(Collider other)
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{
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Interactable interactable = other.GetComponent<Interactable>();
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// store nearest interactable if it exists
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if (interactable != null)
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{
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nearestInteractable = interactable;
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interactable.MoveInsideRange();
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}
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}
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private void OnTriggerExit(Collider other)
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{
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// just null out interactables when we leave an interactable trigger (we cant and shouldn't overlap interactables)
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Interactable interactable = other.GetComponent<Interactable>();
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// store nearest interactable if it exists
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if (interactable != null && nearestInteractable != null)
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{
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nearestInteractable.MoveOutsideRange();
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nearestInteractable = null;
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}
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}
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private void OnControllerColliderHit(ControllerColliderHit hit)
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{
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BouncePad bouncePad = hit.gameObject.GetComponent<BouncePad>();
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if (bouncePad != null)
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{
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Bounce(bouncePad.bounciness);
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Debug.Log("Bounce! " + verticalVelocity);
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}
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}
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}
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