505 lines
15 KiB
C#
505 lines
15 KiB
C#
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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public class PlayerController : MonoBehaviour
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{
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public GameObject DougBody;
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public Tool[] tools;
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float toolUseTimestamp = 0;
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public float walkSpeed = 2;
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public float sprintMultiplier = 1.5f;
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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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private bool paused = false;
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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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characterController = GetComponent<CharacterController>();
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cameraController = GetComponent<CameraController>();
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SwitchTools(GameManager.Instance.PlayerManager.CurrentToolIndex);
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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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moveDir = Vector3.zero;
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// TODO: Move input detection somewhere else
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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TogglePause();
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}
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if (hasControl)
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{
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if (!tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse)
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{
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RotatePlayerTowardMouse();
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TryInteract();
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}
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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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{
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ToolUseDetector();
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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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public void TogglePause()
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{
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if (!paused)
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{
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Cursor.lockState = CursorLockMode.None;
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Time.timeScale = 0;
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canUseTools = false;
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hasControl = false;
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GameManager.Instance.MenuController.ShowScreen("Pause");
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}
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else
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{
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Time.timeScale = 1;
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canUseTools = true;
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hasControl = true;
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GameManager.Instance.MenuController.HideAllScreens();
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}
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paused = !paused;
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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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private void CheckSprint()
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{
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if (Input.GetKey(KeyCode.LeftShift))
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{
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isSprinting = true;
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}
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else
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{
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isSprinting = false;
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}
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}
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/// <summary>
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/// Checks if weapon is being switched by scroll wheel
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/// </summary>
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private void CheckWeaponChange()
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{
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if (!Input.GetMouseButton(1))
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{
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if (Input.mouseScrollDelta.y > 0)
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{
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SwitchTools(true);
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}
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else if (Input.mouseScrollDelta.y < 0)
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{
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SwitchTools(false);
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}
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}
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}
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/// <summary>
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/// Apply walking inputs to moveDir
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/// </summary>
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void ApplyWalk()
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{
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float verticalMovement = 0;
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float horizontalMovement = 0;
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if (!tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse)
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{
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verticalMovement = Input.GetAxisRaw("Vertical");
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horizontalMovement = Input.GetAxisRaw("Horizontal");
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}
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Vector3 input = Vector3.ClampMagnitude(new Vector3(horizontalMovement, 0f, verticalMovement), 1f);
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moveDir = cameraController.Forward * input.z + cameraController.Right * input.x;
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}
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/// <summary>
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/// Apply speed to moveDir
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/// </summary>
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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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}
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/// <summary>
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/// Apply gravity to moveDir
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/// </summary>
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void ApplyGravity()
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{
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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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verticalVelocity += -gravity;
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}
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/// <summary>
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/// Detect input for tool use
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/// </summary>
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void ToolUseDetector()
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{
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if (!tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse)
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{
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if (Input.GetMouseButtonDown(0))
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{
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tools[GameManager.Instance.PlayerManager.CurrentToolIndex].Use();
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tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse = true;
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toolUseTimestamp = Time.time + tools[GameManager.Instance.PlayerManager.CurrentToolIndex].useTimeSec; // fuck coroutines fr fr
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}
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else if (Input.GetMouseButtonDown(1))
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{
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tools[GameManager.Instance.PlayerManager.CurrentToolIndex].UseAlt();
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tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse = true;
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toolUseTimestamp = Time.time + tools[GameManager.Instance.PlayerManager.CurrentToolIndex].altUseTimeSec;
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}
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}
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else
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{
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if (Time.time > toolUseTimestamp)
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{
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tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse = false;
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}
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}
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}
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/// <summary>
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/// Face character graphic toward mouse
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/// </summary>
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void RotatePlayerTowardMouse()
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{
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/*Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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Plane plane = new Plane(cameraController.MainCamera.transform.forward,DougBody.transform.position);
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if (plane.Raycast(ray, out var distance))
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{
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Vector3 hitPoint = ray.GetPoint(distance);
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Vector3 direction = hitPoint - DougBody.transform.position;
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direction.y = 0f;
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///DougBody.transform.LookAt(new Vector3(hitPoint.x, DougBody.transform.position.y, hitPoint.z));
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if (direction.sqrMagnitude > 0.001f)
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{
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Quaternion targetRotation =
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Quaternion.LookRotation(direction);
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DougBody.transform.rotation = Quaternion.Slerp(
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DougBody.transform.rotation,
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targetRotation,
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rotationSpeed * Time.deltaTime
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);
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}
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}*/
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// When rotating the cam with right mouse, look forward
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if (Input.GetMouseButton(1))
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{
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Quaternion targetRotation = Quaternion.LookRotation(cameraController.Forward);
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DougBody.transform.rotation = Quaternion.Slerp(
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DougBody.transform.rotation,
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targetRotation,
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rotationSpeed * Time.deltaTime
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);
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}
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else
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{
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Camera cam = cameraController.MainCamera;
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Ray ray = cam.ScreenPointToRay(Input.mousePosition);
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Vector3 targetPoint;
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// 1. Try real world hit first (most stable)
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if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
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{
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targetPoint = hit.point;
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}
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else
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{
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// 2. Fallback to plane at player height
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Plane plane = new Plane(Vector3.up, DougBody.transform.position);
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if (!plane.Raycast(ray, out float enter))
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return;
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targetPoint = ray.GetPoint(enter);
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}
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// 3. Flatten direction so we only rotate on Y axis
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Vector3 direction = targetPoint - DougBody.transform.position;
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direction.y = 0f;
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if (direction.sqrMagnitude < 0.001f)
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return;
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// 4. Convert to rotation
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Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
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// 5. Smooth rotation
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DougBody.transform.rotation = Quaternion.Slerp(
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DougBody.transform.rotation,
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targetRotation,
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rotationSpeed * Time.deltaTime
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);
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}
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}
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/// <summary>
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/// Try to interact by detecting nearest interactable
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/// </summary>
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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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/// <summary>
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/// Move character with moveDir
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/// </summary>
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void DoMovement()
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{
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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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/// Switches the tools in hand by taking an index
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///
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/// <param name="toolIndex">Index of the tool to switch to</param>
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/// <param name="defaultToUp">
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/// If true, try the next tool if the tool at toolIndex is not unlocked yet. If false,
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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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{
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if (toolIndex < 0 || toolIndex >= tools.Length)
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{
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toolIndex = 0;
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}
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// disable all tools
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foreach (Tool tool in tools)
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{
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tool.gameObject.SetActive(false);
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}
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if (GameManager.Instance.PlayerManager.IsToolUnlocked(tools[toolIndex].ToolType))
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{
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// load new tool
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GameManager.Instance.PlayerManager.CurrentToolIndex = toolIndex;
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tools[GameManager.Instance.PlayerManager.CurrentToolIndex].gameObject.SetActive(true);
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}
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else
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{
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// try next index
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if (defaultToUp)
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SwitchTools(toolIndex + 1, defaultToUp);
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else
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SwitchTools(toolIndex - 1, defaultToUp);
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}
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}
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/// <summary>
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/// Switches the tools in hand by moving up or down the list
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///
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/// <param name="up">Are we moving up (-1) the list?</param>
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/// </summary>
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private void SwitchTools(bool up)
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{
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// calculate index of next tool
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int newIndex = up ? GameManager.Instance.PlayerManager.CurrentToolIndex + 1 : GameManager.Instance.PlayerManager.CurrentToolIndex - 1;
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if (newIndex < 0)
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{
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newIndex = tools.Length - 1;
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}
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else if (newIndex >= tools.Length)
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{
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newIndex = newIndex % tools.Length;
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}
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// disable current tool
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tools[GameManager.Instance.PlayerManager.CurrentToolIndex].gameObject.SetActive(false);
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if (GameManager.Instance.PlayerManager.IsToolUnlocked(tools[newIndex].ToolType))
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{
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// load new tool
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GameManager.Instance.PlayerManager.CurrentToolIndex = newIndex;
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tools[GameManager.Instance.PlayerManager.CurrentToolIndex].gameObject.SetActive(true);
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}
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else
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{
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// try next tool
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if (up) SwitchTools(newIndex + 1);
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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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/// Set the character controller's position
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/// </summary>
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public void CharacterControllerSetPosition(Vector3 pos)
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{
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characterController.enabled = false;
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transform.position = pos;
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characterController.enabled = true;
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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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if (verticalVelocity < -3f)
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{
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float bounceForce = -verticalVelocity * bounciness;
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verticalVelocity = bounceForce;
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moveDir.y = bounceForce;
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}
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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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}
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}
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}
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