added endscreen
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15 files changed
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-88
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@@ -10,6 +10,5 @@ namespace Code.Gameplay.Character.Core
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public Vector3 CameraPlanarDirection;
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public bool JumpPressed;
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public bool SprintPressed;
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public bool SlidePressed;
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}
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}
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@@ -18,25 +18,12 @@ namespace Code.Gameplay.Character.Core
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private IInputService _inputService;
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private CameraController _cameraController;
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public CustomCharacterController CustomCharacterController => customCharacterController;
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public HealthSystem HealthSystem => healthSystem;
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public WeaponInventory WeaponInventory => weaponInventory;
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public Transform GetFollowTransform() => cameraFollowPoint;
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private void Start()
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{
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_inputService = FindFirstObjectByType<DIContainer>()?.Resolve<IInputService>();
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_cameraController = FindFirstObjectByType<CameraController>();
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if (_inputService == null)
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{
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Debug.LogError("IInputService not found!");
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}
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if (_cameraController == null)
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{
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Debug.LogError("CameraController not found!");
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}
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if (healthSystem != null)
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{
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@@ -55,15 +42,6 @@ namespace Code.Gameplay.Character.Core
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Debug.Log("Character died!");
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}
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public void Teleport(Vector3 position, Quaternion rotation)
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{
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if (customCharacterController != null)
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{
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customCharacterController.SetPosition(position);
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customCharacterController.SetRotation(rotation);
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}
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}
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private void HandleCharacterInput()
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{
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if (_inputService == null || _cameraController == null || customCharacterController == null)
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@@ -24,10 +24,7 @@ namespace Code.Gameplay.Character.Controller
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private float _jumpCooldownTimer;
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private float JumpCooldownDuration => jumpCooldownDuration;
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public bool CanJump => _jumpCooldownTimer <= 0f;
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public void SetPosition(Vector3 position) => motor.SetPosition(position);
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public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
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private void Start()
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{
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_inputHandler = new CharacterInputHandler(
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@@ -7,10 +7,10 @@ namespace Code.Gameplay.Character.Inventory
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{
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public class WeaponInventory : MonoBehaviour
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{
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[SerializeField] private List<WeaponBase> weapons = new List<WeaponBase>();
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[SerializeField] private List<WeaponBase> weapons = new();
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[SerializeField] private Transform weaponHolder;
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[SerializeField] private int currentWeaponIndex = 0;
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[SerializeField] private int currentWeaponIndex;
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public event Action<WeaponBase> OnWeaponSwitched;
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public event Action OnWeaponsInitialized;
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@@ -54,13 +54,13 @@ namespace Code.Gameplay.Character.Inventory
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public void NextWeapon()
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{
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int nextIndex = (currentWeaponIndex + 1) % weapons.Count;
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var nextIndex = (currentWeaponIndex + 1) % weapons.Count;
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SwitchWeapon(nextIndex);
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}
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public void PreviousWeapon()
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{
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int prevIndex = (currentWeaponIndex - 1 + weapons.Count) % weapons.Count;
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var prevIndex = (currentWeaponIndex - 1 + weapons.Count) % weapons.Count;
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SwitchWeapon(prevIndex);
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}
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@@ -68,7 +68,7 @@ namespace Code.Gameplay.Character.Inventory
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{
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if (weapons.Contains(weapon))
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{
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int index = weapons.IndexOf(weapon);
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var index = weapons.IndexOf(weapon);
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weapons.Remove(weapon);
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Destroy(weapon.gameObject);
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