slight organization
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@@ -0,0 +1,72 @@
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using UnityEngine;
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public class PlayerController : MonoBehaviour
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{
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public GameObject DougBody;
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public float walkSpeed;
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Interactable nearestInteractable;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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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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RotatePlayerTowardMouse();
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Walk();
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TryInteract();
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}
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void Walk()
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{
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transform.position += DougBody.transform.forward * Input.GetAxis("Vertical") * walkSpeed * Time.deltaTime;
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transform.position += DougBody.transform.right * Input.GetAxis("Horizontal") * walkSpeed * Time.deltaTime;
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}
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void RotatePlayerTowardMouse()
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{
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Vector2 positionOnScreen = Camera.main.WorldToViewportPoint(DougBody.transform.position);
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Vector2 mouseOnScreen = (Vector2)Camera.main.ScreenToViewportPoint(Input.mousePosition);
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float angle = Mathf.Atan2(positionOnScreen.y - mouseOnScreen.y, positionOnScreen.x - mouseOnScreen.x) * Mathf.Rad2Deg;
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DougBody.transform.rotation = Quaternion.Euler(new Vector3(0f, -(angle + 90), 0f));
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}
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void TryInteract()
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{
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if (Input.GetKeyDown(KeyCode.E) && nearestInteractable != null)
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{
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nearestInteractable.Interact();
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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)
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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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}
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