initial weapons
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@@ -1,6 +1,8 @@
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using Code.DI;
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using Code.DI;
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using Code.Gameplay.Camera;
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using Code.Gameplay.Camera;
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using Code.Gameplay.Character.Controller;
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using Code.Gameplay.Character.Controller;
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using Code.Gameplay.Character.Inventory;
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using Code.Gameplay.Character.Stats;
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using Code.Input;
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using Code.Input;
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using UnityEngine;
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using UnityEngine;
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@@ -9,25 +11,64 @@ namespace Code.Gameplay.Character.Core
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public class CharacterProvider : MonoBehaviour
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public class CharacterProvider : MonoBehaviour
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{
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{
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[SerializeField] private CustomCharacterController customCharacterController;
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[SerializeField] private CustomCharacterController customCharacterController;
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public CustomCharacterController CustomCharacterController => customCharacterController;
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[SerializeField] private Transform cameraFollowPoint;
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[SerializeField] private Transform cameraFollowPoint;
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public Transform GetFollowTransform() => cameraFollowPoint;
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[SerializeField] private HealthSystem healthSystem;
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[SerializeField] private WeaponInventory weaponInventory;
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private IInputService _inputService;
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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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private void Start()
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{
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{
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_inputService = FindFirstObjectByType<DIContainer>().Resolve<IInputService>();
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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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healthSystem.OnDied += HandleDeath;
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}
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}
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private void HandleDeath()
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{
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enabled = false;
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if (customCharacterController != null)
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{
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customCharacterController.enabled = false;
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}
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Debug.Log("Character died!");
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}
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}
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public void Teleport(Vector3 position, Quaternion rotation)
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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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{
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customCharacterController.SetPosition(position);
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customCharacterController.SetPosition(position);
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customCharacterController.SetRotation(rotation);
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customCharacterController.SetRotation(rotation);
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}
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}
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}
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private void HandleCharacterInput()
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private void HandleCharacterInput()
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{
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{
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if (_inputService == null || _cameraController == null || customCharacterController == null)
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return;
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var inputs = new CharacterInputs();
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var inputs = new CharacterInputs();
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var moveInput = _inputService.MoveInput;
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var moveInput = _inputService.MoveInput;
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inputs.MoveAxisForward = moveInput.y;
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inputs.MoveAxisForward = moveInput.y;
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@@ -35,15 +76,63 @@ namespace Code.Gameplay.Character.Core
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inputs.SprintPressed = _inputService.SprintHeld;
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inputs.SprintPressed = _inputService.SprintHeld;
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inputs.JumpPressed = _inputService.JumpPressed;
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inputs.JumpPressed = _inputService.JumpPressed;
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inputs.CameraRotation = FindFirstObjectByType<CameraController>().GetCameraRotation();
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inputs.CameraRotation = _cameraController.GetCameraRotation();
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inputs.CameraPlanarDirection = FindFirstObjectByType<CameraController>().GetPlanarDirection();
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inputs.CameraPlanarDirection = _cameraController.GetPlanarDirection();
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customCharacterController.SetInputs(ref inputs);
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customCharacterController.SetInputs(ref inputs);
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HandleWeaponInput();
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}
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private void HandleWeaponInput()
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{
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if (weaponInventory == null) return;
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if (_inputService.AttackPressed)
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{
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weaponInventory.ShootCurrentWeapon();
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}
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else
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{
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weaponInventory.StopShootingCurrentWeapon();
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}
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var scroll = UnityEngine.Input.GetAxis("Mouse ScrollWheel");
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switch (scroll)
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{
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case > 0f:
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weaponInventory.NextWeapon();
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break;
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case < 0f:
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weaponInventory.PreviousWeapon();
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break;
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}
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if (UnityEngine.Input.GetKeyDown(KeyCode.R))
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{
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weaponInventory.ReloadCurrentWeapon();
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}
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for (var i = 0; i < 9; i++)
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{
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if (UnityEngine.Input.GetKeyDown(KeyCode.Alpha1 + i))
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{
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weaponInventory.SwitchWeapon(i);
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}
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}
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}
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}
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private void Update()
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private void Update()
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{
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{
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HandleCharacterInput();
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HandleCharacterInput();
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}
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}
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private void OnDestroy()
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{
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if (healthSystem != null)
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{
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healthSystem.OnDied -= HandleDeath;
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 21d89144fc42461e9132c47c9abc8144
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timeCreated: 1771856381
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@@ -0,0 +1,103 @@
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using System.Collections.Generic;
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using UnityEngine;
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using Code.Gameplay.Weapons;
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using System;
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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 Transform weaponHolder;
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[SerializeField] private int currentWeaponIndex = 0;
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public event Action<WeaponBase> OnWeaponSwitched;
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public event Action OnWeaponsInitialized;
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public WeaponBase CurrentWeapon => weapons.Count > 0 ? weapons[currentWeaponIndex] : null;
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public int WeaponCount => weapons.Count;
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private void Start()
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{
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InitializeWeapons();
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}
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private void InitializeWeapons()
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{
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for (var i = 0; i < weapons.Count; i++)
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{
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weapons[i] = Instantiate(weapons[i].gameObject, weaponHolder).GetComponent<WeaponBase>();
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weapons[i].gameObject.SetActive(false);
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}
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if (weapons.Count > 0 && currentWeaponIndex < weapons.Count)
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{
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weapons[currentWeaponIndex].gameObject.SetActive(true);
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OnWeaponSwitched?.Invoke(weapons[currentWeaponIndex]);
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}
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OnWeaponsInitialized?.Invoke();
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}
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public void SwitchWeapon(int index)
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{
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if (index < 0 || index >= weapons.Count) return;
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if (index == currentWeaponIndex) return;
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weapons[currentWeaponIndex].gameObject.SetActive(false);
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currentWeaponIndex = index;
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weapons[currentWeaponIndex].gameObject.SetActive(true);
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OnWeaponSwitched?.Invoke(weapons[currentWeaponIndex]);
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}
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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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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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SwitchWeapon(prevIndex);
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}
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public void RemoveWeapon(WeaponBase weapon)
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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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weapons.Remove(weapon);
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Destroy(weapon.gameObject);
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if (index <= currentWeaponIndex)
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{
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currentWeaponIndex = Mathf.Max(0, currentWeaponIndex - 1);
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}
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if (weapons.Count > 0)
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{
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weapons[currentWeaponIndex].gameObject.SetActive(true);
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OnWeaponSwitched?.Invoke(weapons[currentWeaponIndex]);
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}
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}
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}
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public void ReloadCurrentWeapon()
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{
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CurrentWeapon?.Reload();
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}
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public void ShootCurrentWeapon()
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{
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CurrentWeapon?.StartShooting();
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}
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public void StopShootingCurrentWeapon()
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{
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CurrentWeapon?.StopShooting();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: c24ec1ac73384bd6a84bdff6028a6479
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timeCreated: 1771856390
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 916b1a7d923b4f95b9215a2c89deca6c
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timeCreated: 1771856166
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@@ -0,0 +1,53 @@
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using System;
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using UnityEngine;
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using Code.Gameplay.Core;
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namespace Code.Gameplay.Character.Stats
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{
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public class HealthSystem : MonoBehaviour, IDamageable
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{
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[SerializeField] private float maxHealth = 100f;
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[SerializeField] private float currentHealth;
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public event Action<float, float> OnHealthChanged;
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public event Action OnDied;
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public float CurrentHealth => currentHealth;
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public float MaxHealth => maxHealth;
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public float HealthPercentage => currentHealth / maxHealth;
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public bool IsAlive => currentHealth > 0;
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private void Awake()
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{
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currentHealth = maxHealth;
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}
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public void TakeDamage(float damage)
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{
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if (!IsAlive) return;
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currentHealth = Mathf.Max(0, currentHealth - damage);
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OnHealthChanged?.Invoke(currentHealth, maxHealth);
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if (currentHealth <= 0)
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{
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Die();
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}
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}
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public void Heal(float amount)
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{
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if (!IsAlive) return;
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currentHealth = Mathf.Min(maxHealth, currentHealth + amount);
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OnHealthChanged?.Invoke(currentHealth, maxHealth);
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}
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private void Die()
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{
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OnDied?.Invoke();
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}
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public Transform GetTransform() => transform;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 0d0a69fde097419bb4933773d22d739b
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timeCreated: 1771856171
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: cb192cceba6542cfb1421a4fc918f98e
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timeCreated: 1771856099
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@@ -0,0 +1,11 @@
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using UnityEngine;
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namespace Code.Gameplay.Core
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{
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public interface IDamageable
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{
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void TakeDamage(float damage);
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Transform GetTransform();
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bool IsAlive { get; }
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 220922d554ae49819144924d31f9ab51
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timeCreated: 1771856130
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 2842ad672e65490483b34c3eb1c40ba7
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timeCreated: 1771856456
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@@ -0,0 +1,145 @@
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using Code.Gameplay.Character.Core;
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using UnityEngine;
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using Code.Gameplay.Core;
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using Code.Gameplay.Character.Stats;
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using Code.Gameplay.Weapons;
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namespace Code.Gameplay.Enemy
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{
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public class SimpleEnemy : MonoBehaviour, IDamageable
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{
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[SerializeField] private HealthSystem healthSystem;
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[SerializeField] private WeaponBase weapon;
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[SerializeField] private Transform firePoint;
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[SerializeField] private Transform target;
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[SerializeField] private float moveSpeed = 3f;
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[SerializeField] private float rotationSpeed = 5f;
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[SerializeField] private float detectionRange = 20f;
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[SerializeField] private float attackRange = 15f;
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[SerializeField] private float stopDistance = 5f;
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[SerializeField] private float attackCooldown = 1f;
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[SerializeField] private LayerMask obstacleMask;
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private float lastAttackTime;
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private bool isAttacking;
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private CharacterController characterController;
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public bool IsAlive => healthSystem != null && healthSystem.IsAlive;
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private void Awake()
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{
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characterController = GetComponent<CharacterController>();
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if (characterController == null)
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characterController = gameObject.AddComponent<CharacterController>();
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if (healthSystem == null)
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healthSystem = GetComponent<HealthSystem>();
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}
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private void Start()
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{
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if (healthSystem != null)
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{
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healthSystem.OnDied += HandleDeath;
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}
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if (target != null) return;
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var player = FindFirstObjectByType<CharacterProvider>();
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if (player != null)
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target = player.transform;
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}
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private void Update()
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{
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if (!IsAlive || target == null) return;
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var distanceToTarget = Vector3.Distance(transform.position, target.position);
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if (!(distanceToTarget <= detectionRange)) return;
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RotateTowardsTarget();
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if (distanceToTarget <= attackRange)
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{
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Attack();
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if (distanceToTarget < stopDistance)
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{
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MoveAway();
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}
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}
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else
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{
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MoveTowardsTarget();
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}
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}
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private void RotateTowardsTarget()
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{
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||||||
|
var direction = (target.position - transform.position).normalized;
|
||||||
|
direction.y = 0;
|
||||||
|
|
||||||
|
var lookRotation = Quaternion.LookRotation(direction);
|
||||||
|
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * rotationSpeed);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void MoveTowardsTarget()
|
||||||
|
{
|
||||||
|
var direction = (target.position - transform.position).normalized;
|
||||||
|
direction.y = 0;
|
||||||
|
|
||||||
|
characterController.Move(direction * (moveSpeed * Time.deltaTime));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void MoveAway()
|
||||||
|
{
|
||||||
|
var direction = (transform.position - target.position).normalized;
|
||||||
|
direction.y = 0;
|
||||||
|
|
||||||
|
characterController.Move(direction * (moveSpeed * Time.deltaTime));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Attack()
|
||||||
|
{
|
||||||
|
if (Time.time - lastAttackTime < attackCooldown) return;
|
||||||
|
if (weapon == null) return;
|
||||||
|
|
||||||
|
if (!HasLineOfSight()) return;
|
||||||
|
|
||||||
|
lastAttackTime = Time.time;
|
||||||
|
weapon.Shoot();
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool HasLineOfSight()
|
||||||
|
{
|
||||||
|
if (target == null) return false;
|
||||||
|
|
||||||
|
var direction = (target.position - firePoint.position).normalized;
|
||||||
|
var distance = Vector3.Distance(firePoint.position, target.position);
|
||||||
|
|
||||||
|
if (Physics.Raycast(firePoint.position, direction, out var hit, distance, obstacleMask))
|
||||||
|
{
|
||||||
|
return hit.collider.transform == target;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleDeath()
|
||||||
|
{
|
||||||
|
enabled = false;
|
||||||
|
|
||||||
|
Destroy(gameObject, 2f);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TakeDamage(float damage)
|
||||||
|
{
|
||||||
|
healthSystem?.TakeDamage(damage);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Transform GetTransform() => transform;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: dad72915bd7146e198bcb246c6c11b55
|
||||||
|
timeCreated: 1771856464
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 57cd3189c7a94a09a1625e1b79f40d65
|
||||||
|
timeCreated: 1771856189
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
namespace Code.Gameplay.Weapons
|
||||||
|
{
|
||||||
|
public class AssaultRifle : WeaponBase
|
||||||
|
{
|
||||||
|
|
||||||
|
protected override void Awake()
|
||||||
|
{
|
||||||
|
base.Awake();
|
||||||
|
weaponType = WeaponType.AssaultRifle;
|
||||||
|
fireMode = FireMode.Automatic;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f211f8dc45884d2a9b2ff62f3e89da6f
|
||||||
|
timeCreated: 1771856305
|
||||||
@@ -0,0 +1,76 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using Code.Gameplay.Core;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Weapons
|
||||||
|
{
|
||||||
|
public class Bullet : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private float lifeTime = 3f;
|
||||||
|
[SerializeField] private LayerMask hitLayers = -1;
|
||||||
|
[SerializeField] private GameObject impactEffect;
|
||||||
|
[SerializeField] private AudioClip impactSound;
|
||||||
|
|
||||||
|
private float _speed;
|
||||||
|
private float _damage;
|
||||||
|
private Vector3 _direction;
|
||||||
|
private bool _isInitialized;
|
||||||
|
private AudioSource _audioSource;
|
||||||
|
|
||||||
|
public void Initialize(float speed, float damage, Vector3 direction)
|
||||||
|
{
|
||||||
|
_speed = speed;
|
||||||
|
_damage = damage;
|
||||||
|
_direction = direction.normalized;
|
||||||
|
_isInitialized = true;
|
||||||
|
|
||||||
|
_audioSource = GetComponent<AudioSource>();
|
||||||
|
|
||||||
|
Destroy(gameObject, lifeTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (!_isInitialized) return;
|
||||||
|
|
||||||
|
transform.position += _direction * (_speed * Time.deltaTime);
|
||||||
|
|
||||||
|
transform.rotation = Quaternion.LookRotation(_direction);
|
||||||
|
|
||||||
|
if (Physics.Raycast(transform.position, _direction, out var hit, _speed * Time.deltaTime, hitLayers))
|
||||||
|
{
|
||||||
|
HitTarget(hit);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HitTarget(RaycastHit hit)
|
||||||
|
{
|
||||||
|
var damageable = hit.collider.GetComponentInParent<IDamageable>();
|
||||||
|
damageable?.TakeDamage(_damage);
|
||||||
|
|
||||||
|
if (impactEffect != null)
|
||||||
|
{
|
||||||
|
Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
|
||||||
|
}
|
||||||
|
|
||||||
|
if (impactSound != null && _audioSource != null)
|
||||||
|
{
|
||||||
|
_audioSource.PlayOneShot(impactSound);
|
||||||
|
}
|
||||||
|
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
var damageable = other.GetComponentInParent<IDamageable>();
|
||||||
|
damageable?.TakeDamage(_damage);
|
||||||
|
|
||||||
|
if (impactEffect != null)
|
||||||
|
{
|
||||||
|
Instantiate(impactEffect, transform.position, Quaternion.identity);
|
||||||
|
}
|
||||||
|
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1cacd4ec13d3416db0148f5758966f0a
|
||||||
|
timeCreated: 1771856241
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
namespace Code.Gameplay.Weapons
|
||||||
|
{
|
||||||
|
public enum FireMode
|
||||||
|
{
|
||||||
|
SemiAutomatic,
|
||||||
|
Automatic,
|
||||||
|
BoltAction
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d68015d7f9d94843a7dcfb0d1ddc4d4f
|
||||||
|
timeCreated: 1771856216
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
namespace Code.Gameplay.Weapons
|
||||||
|
{
|
||||||
|
public class Pistol : WeaponBase
|
||||||
|
{
|
||||||
|
protected override void Awake()
|
||||||
|
{
|
||||||
|
base.Awake();
|
||||||
|
weaponType = WeaponType.Pistol;
|
||||||
|
fireMode = FireMode.SemiAutomatic;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a7a144ebf90447faadef43bde7844c84
|
||||||
|
timeCreated: 1771856293
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
namespace Code.Gameplay.Weapons
|
||||||
|
{
|
||||||
|
public class Rifle : WeaponBase
|
||||||
|
{
|
||||||
|
|
||||||
|
protected override void Awake()
|
||||||
|
{
|
||||||
|
base.Awake();
|
||||||
|
weaponType = WeaponType.Rifle;
|
||||||
|
fireMode = FireMode.BoltAction;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c181bf00d2e4431c8fd029e8a6bffd83
|
||||||
|
timeCreated: 1771856324
|
||||||
@@ -0,0 +1,177 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using Code.Gameplay.Camera;
|
||||||
|
using UnityEngine;
|
||||||
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Weapons
|
||||||
|
{
|
||||||
|
public abstract class WeaponBase : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] protected WeaponType weaponType;
|
||||||
|
[SerializeField] protected string weaponName;
|
||||||
|
[SerializeField] protected FireMode fireMode;
|
||||||
|
|
||||||
|
[SerializeField] protected float damage = 20f;
|
||||||
|
[SerializeField] protected float fireRate = 0.5f;
|
||||||
|
[SerializeField] protected float bulletSpeed = 50f;
|
||||||
|
[SerializeField] protected int magazineSize = 10;
|
||||||
|
[SerializeField] protected int currentAmmo;
|
||||||
|
[SerializeField] protected int reserveAmmo = 30;
|
||||||
|
[SerializeField] protected float reloadTime = 1.5f;
|
||||||
|
[SerializeField] protected float spreadAngle = 1f;
|
||||||
|
|
||||||
|
private Transform _firePoint;
|
||||||
|
[SerializeField] protected GameObject bulletPrefab;
|
||||||
|
[SerializeField] protected ParticleSystem muzzleFlash;
|
||||||
|
[SerializeField] protected AudioClip shootSound;
|
||||||
|
[SerializeField] protected AudioClip reloadSound;
|
||||||
|
[SerializeField] protected AudioClip emptySound;
|
||||||
|
|
||||||
|
protected AudioSource audioSource;
|
||||||
|
protected bool isShooting;
|
||||||
|
protected bool isReloading;
|
||||||
|
protected float lastShotTime;
|
||||||
|
|
||||||
|
public WeaponType Type => weaponType;
|
||||||
|
public int CurrentAmmo => currentAmmo;
|
||||||
|
public int ReserveAmmo => reserveAmmo;
|
||||||
|
public int MagazineSize => magazineSize;
|
||||||
|
public bool IsReloading => isReloading;
|
||||||
|
|
||||||
|
protected virtual void Awake()
|
||||||
|
{
|
||||||
|
audioSource = GetComponent<AudioSource>();
|
||||||
|
if (audioSource == null)
|
||||||
|
audioSource = gameObject.AddComponent<AudioSource>();
|
||||||
|
|
||||||
|
currentAmmo = magazineSize;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void Start()
|
||||||
|
{
|
||||||
|
_firePoint = FindFirstObjectByType<CameraController>().transform;
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void Shoot()
|
||||||
|
{
|
||||||
|
if (isReloading) return;
|
||||||
|
if (currentAmmo <= 0)
|
||||||
|
{
|
||||||
|
PlayEmptySound();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Time.time - lastShotTime < fireRate)
|
||||||
|
return;
|
||||||
|
|
||||||
|
switch (fireMode)
|
||||||
|
{
|
||||||
|
case FireMode.SemiAutomatic:
|
||||||
|
if (!isShooting) return;
|
||||||
|
break;
|
||||||
|
case FireMode.Automatic:
|
||||||
|
break;
|
||||||
|
case FireMode.BoltAction:
|
||||||
|
if (!isShooting) return;
|
||||||
|
StartCoroutine(BoltActionDelay());
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
throw new ArgumentOutOfRangeException();
|
||||||
|
}
|
||||||
|
|
||||||
|
PerformShot();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void PerformShot()
|
||||||
|
{
|
||||||
|
currentAmmo--;
|
||||||
|
lastShotTime = Time.time;
|
||||||
|
|
||||||
|
SpawnBullet();
|
||||||
|
|
||||||
|
if (muzzleFlash != null)
|
||||||
|
muzzleFlash.Play();
|
||||||
|
|
||||||
|
if (shootSound != null)
|
||||||
|
audioSource.PlayOneShot(shootSound);
|
||||||
|
|
||||||
|
OnShoot();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void SpawnBullet()
|
||||||
|
{
|
||||||
|
if (bulletPrefab == null) return;
|
||||||
|
|
||||||
|
var spread = Random.insideUnitSphere * (spreadAngle / 100f);
|
||||||
|
var direction = (_firePoint.forward + spread).normalized;
|
||||||
|
|
||||||
|
var bullet = Instantiate(bulletPrefab, _firePoint.position, Quaternion.LookRotation(direction));
|
||||||
|
var bulletComponent = bullet.GetComponent<Bullet>();
|
||||||
|
|
||||||
|
if (bulletComponent != null)
|
||||||
|
{
|
||||||
|
bulletComponent.Initialize(bulletSpeed, damage, direction);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void OnShoot()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void StartShooting()
|
||||||
|
{
|
||||||
|
isShooting = true;
|
||||||
|
|
||||||
|
Shoot();
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void StopShooting()
|
||||||
|
{
|
||||||
|
isShooting = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void Reload()
|
||||||
|
{
|
||||||
|
if (isReloading) return;
|
||||||
|
if (reserveAmmo <= 0) return;
|
||||||
|
if (currentAmmo == magazineSize) return;
|
||||||
|
|
||||||
|
StartCoroutine(ReloadCoroutine());
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual IEnumerator ReloadCoroutine()
|
||||||
|
{
|
||||||
|
isReloading = true;
|
||||||
|
|
||||||
|
if (reloadSound != null)
|
||||||
|
audioSource.PlayOneShot(reloadSound);
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(reloadTime);
|
||||||
|
|
||||||
|
var ammoNeeded = magazineSize - currentAmmo;
|
||||||
|
var ammoToTake = Mathf.Min(ammoNeeded, reserveAmmo);
|
||||||
|
|
||||||
|
currentAmmo += ammoToTake;
|
||||||
|
reserveAmmo -= ammoToTake;
|
||||||
|
|
||||||
|
isReloading = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void PlayEmptySound()
|
||||||
|
{
|
||||||
|
if (emptySound != null)
|
||||||
|
audioSource.PlayOneShot(emptySound);
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void AddAmmo(int amount)
|
||||||
|
{
|
||||||
|
reserveAmmo += amount;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual IEnumerator BoltActionDelay()
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(reloadTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ea8f25ad07a74b75b439e057339b1d7e
|
||||||
|
timeCreated: 1771856259
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
namespace Code.Gameplay.Weapons
|
||||||
|
{
|
||||||
|
public enum WeaponType
|
||||||
|
{
|
||||||
|
Pistol,
|
||||||
|
AssaultRifle,
|
||||||
|
Rifle
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 582d1a42f0d543ec92a00b8e20c19520
|
||||||
|
timeCreated: 1771856203
|
||||||
@@ -15,6 +15,7 @@ namespace Code.Input
|
|||||||
Vector2 MoveInput { get; }
|
Vector2 MoveInput { get; }
|
||||||
bool JumpPressed { get; }
|
bool JumpPressed { get; }
|
||||||
bool SprintHeld { get; }
|
bool SprintHeld { get; }
|
||||||
|
bool AttackPressed { get; }
|
||||||
|
|
||||||
|
|
||||||
void DebugBindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action);
|
void DebugBindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action);
|
||||||
|
|||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d81c3d9b1f064db0f986284801a29cff
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b67898d6f71906689840123c24ae793f
|
||||||
|
folderAsset: yes
|
||||||
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near clip plane: 0.3
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far clip plane: 1000
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field of view: 60
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orthographic: 0
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orthographic size: 5
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m_Depth: -1
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m_CullingMask:
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m_AllowMSAA: 1
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m_AllowDynamicResolution: 0
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m_ForceIntoRT: 0
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m_OcclusionCulling: 1
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m_StereoConvergence: 10
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m_StereoSeparation: 0.022
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--- !u!64 &654769407
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--- !u!64 &654769407
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MeshCollider:
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MeshCollider:
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m_ObjectHideFlags: 0
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- component: {fileID: 1065569669}
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- component: {fileID: 1065569668}
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- component: {fileID: 1065569668}
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- component: {fileID: 1065569670}
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- component: {fileID: 1065569670}
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- component: {fileID: 1065569671}
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- component: {fileID: 1065569672}
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m_Layer: 0
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m_Name: Player
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m_Name: Player
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m_TagString: Untagged
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m_ConstrainProportionsScale: 0
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m_Children:
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m_Children:
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- {fileID: 1539312038}
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- {fileID: 373637767}
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &1065569668
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--- !u!114 &1065569668
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@@ -1738,6 +1872,40 @@ MonoBehaviour:
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m_EditorClassIdentifier: Assembly-CSharp::Code.Gameplay.Character.Core.CharacterProvider
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m_EditorClassIdentifier: Assembly-CSharp::Code.Gameplay.Character.Core.CharacterProvider
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customCharacterController: {fileID: 1065569668}
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customCharacterController: {fileID: 1065569668}
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cameraFollowPoint: {fileID: 1539312038}
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cameraFollowPoint: {fileID: 1539312038}
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healthSystem: {fileID: 1065569671}
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weaponInventory: {fileID: 1065569672}
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--- !u!114 &1065569671
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1065569663}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 0d0a69fde097419bb4933773d22d739b, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::Code.Gameplay.Character.Stats.HealthSystem
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maxHealth: 100
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currentHealth: 100
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--- !u!114 &1065569672
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1065569663}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: c24ec1ac73384bd6a84bdff6028a6479, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::Code.Gameplay.Character.Inventory.WeaponInventory
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weapons:
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- {fileID: 7254630995069384616, guid: 1e3808a6b948ac1bc852c893b233a394, type: 3}
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- {fileID: 455736378173265716, guid: bf06fe0dfe19b684f96ff2843b91a88a, type: 3}
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- {fileID: 8004336537002829785, guid: 124d8bc28617637d79600458e4b219cb, type: 3}
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weaponHolder: {fileID: 1208448298}
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currentWeaponIndex: 0
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--- !u!64 &1083165507
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--- !u!64 &1083165507
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MeshCollider:
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MeshCollider:
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m_ObjectHideFlags: 0
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@@ -1961,6 +2129,37 @@ MeshCollider:
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m_Mesh: {fileID: 855131390749405241, guid: b1448e0d93cfe5596a12f5ea62d0318e, type: 3}
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m_Mesh: {fileID: 855131390749405241, guid: b1448e0d93cfe5596a12f5ea62d0318e, type: 3}
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--- !u!1 &1208448297
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 1208448298}
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m_Layer: 0
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m_Name: Weapon
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!4 &1208448298
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1208448297}
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serializedVersion: 2
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 1.5, y: -0.6, z: 2}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 373637767}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!64 &1252663682
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--- !u!64 &1252663682
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MeshCollider:
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MeshCollider:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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m_Roots:
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m_Roots:
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- {fileID: 544111651}
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- {fileID: 373637767}
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- {fileID: 767306754}
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- {fileID: 767306754}
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- {fileID: 1203011403}
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- {fileID: 1203011403}
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- {fileID: 543450651959039162}
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- {fileID: 543450651959039162}
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@@ -2,6 +2,7 @@
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"dependencies": {
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"dependencies": {
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"com.unity.2d.sprite": "1.0.0",
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"com.unity.2d.sprite": "1.0.0",
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"com.unity.ai.navigation": "2.0.11",
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"com.unity.ai.navigation": "2.0.11",
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"com.unity.cloud.gltfast": "6.16.0",
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"com.unity.ide.rider": "3.0.39",
|
"com.unity.ide.rider": "3.0.39",
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"com.unity.ide.visualstudio": "2.0.27",
|
"com.unity.ide.visualstudio": "2.0.27",
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"com.unity.inputsystem": "1.18.0",
|
"com.unity.inputsystem": "1.18.0",
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@@ -17,7 +17,7 @@
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},
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},
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"com.unity.burst": {
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"com.unity.burst": {
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"version": "1.8.28",
|
"version": "1.8.28",
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"depth": 2,
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"depth": 1,
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"source": "registry",
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"source": "registry",
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"dependencies": {
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"dependencies": {
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"com.unity.mathematics": "1.2.1",
|
"com.unity.mathematics": "1.2.1",
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@@ -25,9 +25,22 @@
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},
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},
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"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
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},
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},
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"com.unity.cloud.gltfast": {
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"version": "6.16.0",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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"com.unity.burst": "1.8.24",
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|
"com.unity.collections": "1.2.4",
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|
"com.unity.mathematics": "1.2.6",
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|
"com.unity.modules.jsonserialize": "1.0.0",
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|
"com.unity.modules.unitywebrequest": "1.0.0"
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},
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"url": "https://packages.unity.com"
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},
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"com.unity.collections": {
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"com.unity.collections": {
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"version": "2.6.2",
|
"version": "2.6.2",
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"depth": 2,
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"depth": 1,
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"source": "registry",
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"source": "registry",
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"dependencies": {
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"dependencies": {
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"com.unity.burst": "1.8.23",
|
"com.unity.burst": "1.8.23",
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@@ -73,7 +86,7 @@
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},
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},
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"com.unity.mathematics": {
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"com.unity.mathematics": {
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"version": "1.3.3",
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"version": "1.3.3",
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"depth": 2,
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"depth": 1,
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"source": "registry",
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"source": "registry",
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"dependencies": {},
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"dependencies": {},
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"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
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@@ -88,7 +101,7 @@
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},
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},
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"com.unity.nuget.mono-cecil": {
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"com.unity.nuget.mono-cecil": {
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"version": "1.11.6",
|
"version": "1.11.6",
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"depth": 3,
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"depth": 2,
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"source": "registry",
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"source": "registry",
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"dependencies": {},
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"dependencies": {},
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"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
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@@ -169,7 +182,7 @@
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},
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},
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"com.unity.test-framework.performance": {
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"com.unity.test-framework.performance": {
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"version": "3.2.0",
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"version": "3.2.0",
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"depth": 3,
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"depth": 2,
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"source": "registry",
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"source": "registry",
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"dependencies": {
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"dependencies": {
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"com.unity.test-framework": "1.1.33",
|
"com.unity.test-framework": "1.1.33",
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@@ -943,7 +943,7 @@ PlayerSettings:
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qnxGraphicConfPath:
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qnxGraphicConfPath:
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apiCompatibilityLevel: 6
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apiCompatibilityLevel: 6
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captureStartupLogs: {}
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captureStartupLogs: {}
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activeInputHandler: 1
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activeInputHandler: 2
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windowsGamepadBackendHint: 0
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windowsGamepadBackendHint: 0
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cloudProjectId:
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cloudProjectId:
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framebufferDepthMemorylessMode: 0
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framebufferDepthMemorylessMode: 0
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@@ -2,7 +2,7 @@
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%TAG !u! tag:unity3d.com,2011:
|
%TAG !u! tag:unity3d.com,2011:
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--- !u!78 &1
|
--- !u!78 &1
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TagManager:
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TagManager:
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serializedVersion: 2
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serializedVersion: 3
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tags: []
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tags: []
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layers:
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layers:
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- Default
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@@ -11,7 +11,7 @@ TagManager:
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-
|
-
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- Water
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- Water
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- UI
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- UI
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-
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- CameraOverlay
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-
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-
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-
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-
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-
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-
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- Light Layer 5
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- Light Layer 5
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- Light Layer 7
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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|
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-
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|
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-
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|
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-
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|
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-
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|
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-
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|
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-
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|
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-
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|
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-
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|
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-
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|
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-
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|
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-
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|
||||||
Reference in new issue
Block a user