Merge branch 'Dev' into Levels2
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@@ -65,7 +65,7 @@ namespace Code.App.AppStates
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Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
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Context.AudioFactory.WarmGameplayMusic(),
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Context.AudioFactory.WarmDeathMusic(),
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Context.AudioFactory.WarmSFX(),
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// Context.AudioFactory.WarmSFX(),
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Context.AudioFactory.WarmDispatcher(),
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Context.AudioFactory.WarmEnemies(),
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Context.AudioFactory.WarmCourier()
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@@ -217,7 +217,7 @@ namespace Code.App.AppStates
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Context.AudioFactory.ReleaseCourier();
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Context.AudioFactory.ReleaseDispatcher();
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Context.AudioFactory.ReleaseEnemies();
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Context.AudioFactory.ReleaseSFX();
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// Context.AudioFactory.ReleaseSFX();
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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@@ -1,13 +1,10 @@
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namespace Code.Audio
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{
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public enum SFXSounds
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{
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Crowbar,
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Shot357
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{
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}
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public enum UISounds
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{
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Crowbar
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{
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}
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public enum EnemiesSounds
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{
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@@ -132,7 +132,7 @@ namespace Code.Audio
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_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
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_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
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}
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_musicAudioSources[musicType].resource =
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_audioFactory.MusicDictionary[musicType][
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Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
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+20
-7
@@ -88,12 +88,25 @@ namespace Code.Gameplay.Character.Controller.Abilities
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var forwardInWallPlane = Vector3.ProjectOnPlane(_motor.CharacterForward, _wallNormal).normalized;
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if (forwardInWallPlane.sqrMagnitude < 0.01f)
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{
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var fallbackRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
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var candidateRight = Vector3.Cross(_wallNormal, _motor.CharacterUp);
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candidateRight = Vector3.ProjectOnPlane(candidateRight, _wallNormal).normalized;
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if (candidateRight.sqrMagnitude < 0.01f)
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{
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candidateRight = Vector3.Cross(_wallNormal, Vector3.up);
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candidateRight = Vector3.ProjectOnPlane(candidateRight, _wallNormal).normalized;
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}
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if (candidateRight.sqrMagnitude < 0.01f)
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{
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candidateRight = Vector3.Cross(_wallNormal, Vector3.right).normalized;
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}
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var dotWithRight = Vector3.Dot(_motor.CharacterRight, _wallNormal);
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forwardInWallPlane = dotWithRight < 0 ? fallbackRight : -fallbackRight;
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forwardInWallPlane = dotWithRight < 0 ? candidateRight : -candidateRight;
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}
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_wallTangentRight = forwardInWallPlane;
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_wallTangentRight = forwardInWallPlane.normalized;
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_wallTangentUp = Vector3.Cross(_wallTangentRight, -_wallNormal).normalized;
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_motor.ForceUnground();
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@@ -189,13 +202,13 @@ namespace Code.Gameplay.Character.Controller.Abilities
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{
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if (!IsWallRunning || !_motor) return;
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if (_motor.CharacterController is not CustomCharacterController controller || !controller.CanJump)
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if (_motor.CharacterController is not CustomCharacterController { CanJump: true } controller)
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return;
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IsWallRunning = false;
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var wallAway = _wallNormal;
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var wallUp = _wallTangentUp;
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var wallUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
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var playerForward = cameraRotation * Vector3.forward;
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@@ -204,8 +217,8 @@ namespace Code.Gameplay.Character.Controller.Abilities
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var jumpDirection =
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forwardInWallPlane * 0.2f +
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wallAway * 0.4f +
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wallUp * 0.4f;
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wallAway * 0.6f +
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wallUp * 0.2f;
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jumpDirection = jumpDirection.normalized;
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@@ -17,7 +17,7 @@ namespace Code.Gameplay.Enemies
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_audioService = audioService;
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_audioSource = audioService.GetSourceOfGroup(Audio.AudioType.Enemies);
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_audioSource.transform.position = transform.position;
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_audioSource.spatialBlend = 0;
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_audioSource.spatialBlend = 1f;
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_audioFactory = audioFactory;
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}
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