No liminal
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@@ -51,20 +51,20 @@
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|||||||
<option name="hideEmptyMiddlePackages" value="true" />
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<option name="hideEmptyMiddlePackages" value="true" />
|
||||||
<option name="showLibraryContents" value="true" />
|
<option name="showLibraryContents" value="true" />
|
||||||
</component>
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</component>
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<component name="PropertiesComponent"><![CDATA[{
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<component name="PropertiesComponent">{
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||||||
"keyToString": {
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"keyToString": {
|
||||||
"Attach to Unity Editor.Attach to Unity Editor.executor": "Debug",
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"Attach to Unity Editor.Attach to Unity Editor.executor": "Debug",
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||||||
"RunOnceActivity.ShowReadmeOnStart": "true",
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"RunOnceActivity.ShowReadmeOnStart": "true",
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"XThreadsFramesViewSplitterKey": "0.31173185",
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"XThreadsFramesViewSplitterKey": "0.31173185",
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"git-widget-placeholder": "NotLiminalOne",
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"git-widget-placeholder": "NotLiminalOne",
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"node.js.detected.package.eslint": "true",
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"node.js.detected.package.eslint": "true",
|
||||||
"node.js.detected.package.tslint": "true",
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"node.js.detected.package.tslint": "true",
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||||||
"node.js.selected.package.eslint": "(autodetect)",
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"node.js.selected.package.eslint": "(autodetect)",
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"node.js.selected.package.tslint": "(autodetect)",
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"node.js.selected.package.tslint": "(autodetect)",
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"nodejs_package_manager_path": "npm",
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"nodejs_package_manager_path": "npm",
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"vue.rearranger.settings.migration": "true"
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"vue.rearranger.settings.migration": "true"
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}
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}
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}]]></component>
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}</component>
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<component name="RunManager" selected="Attach to Unity Editor.Attach to Unity Editor">
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<component name="RunManager" selected="Attach to Unity Editor.Attach to Unity Editor">
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<configuration name="Start Unity" type="RunUnityExe" factoryName="Unity Executable">
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<configuration name="Start Unity" type="RunUnityExe" factoryName="Unity Executable">
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<option name="EXE_PATH" value="C:\Program Files\Unity\Hub\Editor\6000.3.1f1\Editor\Unity.exe" />
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<option name="EXE_PATH" value="C:\Program Files\Unity\Hub\Editor\6000.3.1f1\Editor\Unity.exe" />
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||||||
@@ -92,10 +92,10 @@
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|||||||
</option>
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</option>
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||||||
<method v="2" />
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<method v="2" />
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||||||
</configuration>
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</configuration>
|
||||||
<configuration name="Attach to Unity Editor" type="UNITY_DEBUG_RUN_CONFIGURATION" factoryName="Unity Debug" show_console_on_std_err="false" show_console_on_std_out="false" port="50000" address="localhost" ignored-value-for-modified-check="2180">
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<configuration name="Attach to Unity Editor" type="UNITY_DEBUG_RUN_CONFIGURATION" factoryName="Unity Debug" show_console_on_std_err="false" show_console_on_std_out="false" port="50000" address="localhost">
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<option name="allowRunningInParallel" value="false" />
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<option name="allowRunningInParallel" value="false" />
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||||||
<option name="listenPortForConnections" value="false" />
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<option name="listenPortForConnections" value="false" />
|
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<option name="pid" value="2180" />
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<option name="pid" />
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<option name="projectPathOnTarget" />
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<option name="projectPathOnTarget" />
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||||||
<option name="selectedOptions">
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<option name="selectedOptions">
|
||||||
<list />
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<list />
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||||||
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|||||||
@@ -27,11 +27,6 @@ MonoBehaviour:
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m_SerializedLabels:
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m_SerializedLabels:
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||||||
- SceneConfig
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- SceneConfig
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||||||
FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
|
||||||
- m_GUID: 8d54a5646fc9ef34383c560ce3c3d6ff
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||||||
m_Address: Liminal/Settings/InputServiceConfig
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||||||
m_ReadOnly: 0
|
|
||||||
m_SerializedLabels: []
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|
||||||
FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: a78f552da8f156b469b95652e4b0209d
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- m_GUID: a78f552da8f156b469b95652e4b0209d
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||||||
m_Address: DebugClassConfig
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m_Address: DebugClassConfig
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||||||
m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
@@ -62,6 +57,11 @@ MonoBehaviour:
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|||||||
m_ReadOnly: 0
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m_ReadOnly: 0
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||||||
m_SerializedLabels: []
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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FlaggedDuringContentUpdateRestriction: 0
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||||||
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- m_GUID: eab71c0cf90c4b94294e497d3734cfe1
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||||||
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m_Address: Assets/Resources_moved/Configs/InputServiceConfig.asset
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: f146779bcd07c524097072c871162bff
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- m_GUID: f146779bcd07c524097072c871162bff
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||||||
m_Address: Assets/Resources_moved/Configs/Camera/FPSConfig.asset
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m_Address: Assets/Resources_moved/Configs/Camera/FPSConfig.asset
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||||||
m_ReadOnly: 0
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m_ReadOnly: 0
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@@ -1,3 +0,0 @@
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|||||||
fileFormatVersion: 2
|
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||||||
guid: b03c560586d24e78b3fee9249e2f3d61
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||||||
timeCreated: 1766605332
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||||||
@@ -1,3 +0,0 @@
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|||||||
fileFormatVersion: 2
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||||||
guid: b44837d95edd481087730e30635ab5fc
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timeCreated: 1766605342
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@@ -1,483 +0,0 @@
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using System.Collections.Generic;
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using KinematicCharacterController;
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using UnityEngine;
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namespace Code.Example.Liminal.Character
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{
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public enum CharacterState
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{
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Default,
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}
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public enum OrientationMethod
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{
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TowardsCamera,
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TowardsMovement,
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}
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public class PlayerCharacterInputs
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||||||
{
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public float MoveAxisForward;
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public float MoveAxisRight;
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public Quaternion CameraRotation;
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public bool CrouchDown;
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public bool CrouchUp;
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}
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public struct AICharacterInputs
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{
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public Vector3 MoveVector;
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public Vector3 LookVector;
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}
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public enum BonusOrientationMethod
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||||||
{
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None,
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TowardsGravity,
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TowardsGroundSlopeAndGravity,
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}
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public class LiminalCharacterController : MonoBehaviour, ICharacterController
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{
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public KinematicCharacterMotor Motor;
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[Header("Stable Movement")] public float MaxStableMoveSpeed = 10f;
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public float StableMovementSharpness = 15f;
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||||||
public float OrientationSharpness = 10f;
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||||||
public bool InfinitelySharpRotation;
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||||||
public OrientationMethod OrientationMethod = OrientationMethod.TowardsCamera;
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||||||
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||||||
[Header("Air Movement")] public float MaxAirMoveSpeed = 15f;
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public float AirAccelerationSpeed = 15f;
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||||||
public float Drag = 0.1f;
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||||||
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||||||
[Header("Misc")] public List<Collider> IgnoredColliders = new List<Collider>();
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||||||
public BonusOrientationMethod BonusOrientationMethod = BonusOrientationMethod.None;
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||||||
public float BonusOrientationSharpness = 10f;
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||||||
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||||||
public Vector3 Gravity = new Vector3(0, -30f, 0);
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||||||
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||||||
// public Transform MeshRoot;
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||||||
public float CrouchedCapsuleHeight = 1f;
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||||||
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||||||
public CharacterState CurrentCharacterState { get; private set; }
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||||||
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||||||
private Collider[] _probedColliders = new Collider[8];
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||||||
private RaycastHit[] _probedHits = new RaycastHit[8];
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||||||
private Vector3 _moveInputVector;
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||||||
private Vector3 _lookInputVector;
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|
||||||
private Vector3 _internalVelocityAdd = Vector3.zero;
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||||||
private bool _shouldBeCrouching = false;
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||||||
private bool _isCrouching = false;
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||||||
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||||||
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||||||
public void Teleport(Vector3 position, Quaternion rotation)
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||||||
{
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Motor.SetPosition(position);
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||||||
Motor.SetRotation(rotation);
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||||||
}
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||||||
private void Awake()
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||||||
{
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||||||
// Handle initial state
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||||||
TransitionToState(CharacterState.Default);
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||||||
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||||||
// Assign the characterController to the motor
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||||||
Motor.CharacterController = this;
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||||||
}
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||||||
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||||||
/// <summary>
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|
||||||
/// Handles movement state transitions and enter/exit callbacks
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|
||||||
/// </summary>
|
|
||||||
public void TransitionToState(CharacterState newState)
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||||||
{
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|
||||||
CharacterState tmpInitialState = CurrentCharacterState;
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||||||
OnStateExit(tmpInitialState, newState);
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||||||
CurrentCharacterState = newState;
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||||||
OnStateEnter(newState, tmpInitialState);
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||||||
}
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||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Event when entering a state
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|
||||||
/// </summary>
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|
||||||
private void OnStateEnter(CharacterState state, CharacterState fromState)
|
|
||||||
{
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|
||||||
switch (state)
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|
||||||
{
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|
||||||
case CharacterState.Default:
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|
||||||
{
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||||||
break;
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|
||||||
}
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|
||||||
}
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|
||||||
}
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|
||||||
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|
||||||
/// <summary>
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|
||||||
/// Event when exiting a state
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|
||||||
/// </summary>
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|
||||||
private void OnStateExit(CharacterState state, CharacterState toState)
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|
||||||
{
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||||||
switch (state)
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|
||||||
{
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|
||||||
case CharacterState.Default:
|
|
||||||
{
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||||||
break;
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|
||||||
}
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|
||||||
}
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|
||||||
}
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|
||||||
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|
||||||
/// <summary>
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|
||||||
/// This is called every frame by ExamplePlayer in order to tell the character what its inputs are
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|
||||||
/// </summary>
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|
||||||
public void SetInputs(PlayerCharacterInputs inputs)
|
|
||||||
{
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|
||||||
// Clamp input
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|
||||||
Vector3 moveInputVector =
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|
||||||
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f);
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|
||||||
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|
||||||
// Calculate camera direction and rotation on the character plane
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|
||||||
Vector3 cameraPlanarDirection =
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|
||||||
Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized;
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|
||||||
if (cameraPlanarDirection.sqrMagnitude == 0f)
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|
||||||
{
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|
||||||
cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp)
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|
||||||
.normalized;
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|
||||||
}
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|
||||||
|
|
||||||
Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp);
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|
||||||
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|
||||||
switch (CurrentCharacterState)
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|
||||||
{
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|
||||||
case CharacterState.Default:
|
|
||||||
{
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|
||||||
// Move and look inputs
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|
||||||
_moveInputVector = cameraPlanarRotation * moveInputVector;
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||||||
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||||||
switch (OrientationMethod)
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||||||
{
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||||||
case OrientationMethod.TowardsCamera:
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||||||
_lookInputVector = cameraPlanarDirection;
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||||||
break;
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||||||
case OrientationMethod.TowardsMovement:
|
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||||||
_lookInputVector = _moveInputVector.normalized;
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||||||
break;
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|
||||||
}
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|
||||||
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||||||
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||||||
// Crouching input
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||||||
if (inputs.CrouchDown)
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||||||
{
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||||||
_shouldBeCrouching = true;
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||||||
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||||||
if (!_isCrouching)
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||||||
{
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||||||
_isCrouching = true;
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||||||
Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f);
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||||||
// MeshRoot.localScale = new Vector3(1f, 0.5f, 1f);
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||||||
}
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||||||
}
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||||||
else if (inputs.CrouchUp)
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||||||
{
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||||||
_shouldBeCrouching = false;
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||||||
}
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||||||
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||||||
break;
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|
||||||
}
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||||||
}
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||||||
}
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||||||
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||||||
/// <summary>
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|
||||||
/// This is called every frame by the AI script in order to tell the character what its inputs are
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||||||
/// </summary>
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|
||||||
public void SetInputs(ref AICharacterInputs inputs)
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||||||
{
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_moveInputVector = inputs.MoveVector;
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_lookInputVector = inputs.LookVector;
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}
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||||||
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||||||
private Quaternion _tmpTransientRot;
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||||||
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||||||
/// <summary>
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||||||
/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is called before the character begins its movement update
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||||||
/// </summary>
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||||||
public void BeforeCharacterUpdate(float deltaTime)
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|
||||||
{
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||||||
}
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||||||
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|
||||||
/// <summary>
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|
||||||
/// (Called by KinematicCharacterMotor during its update cycle)
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||||||
/// This is where you tell your character what its rotation should be right now.
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|
||||||
/// This is the ONLY place where you should set the character's rotation
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|
||||||
/// </summary>
|
|
||||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
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|
||||||
{
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|
||||||
switch (CurrentCharacterState)
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|
||||||
{
|
|
||||||
case CharacterState.Default:
|
|
||||||
{
|
|
||||||
if (!InfinitelySharpRotation)
|
|
||||||
{
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|
||||||
if (_lookInputVector.sqrMagnitude > 0f && OrientationSharpness > 0f)
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|
||||||
{
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|
||||||
// Smoothly interpolate from current to target look direction
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|
||||||
Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward,
|
|
||||||
_lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized;
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|
||||||
|
|
||||||
// Set the current rotation (which will be used by the KinematicCharacterMotor)
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|
||||||
currentRotation =
|
|
||||||
Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
currentRotation = Quaternion.LookRotation(_lookInputVector, Motor.CharacterUp);
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3 currentUp = (currentRotation * Vector3.up);
|
|
||||||
if (BonusOrientationMethod == BonusOrientationMethod.TowardsGravity)
|
|
||||||
{
|
|
||||||
// Rotate from current up to invert gravity
|
|
||||||
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized,
|
|
||||||
1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
|
|
||||||
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
|
|
||||||
}
|
|
||||||
else if (BonusOrientationMethod == BonusOrientationMethod.TowardsGroundSlopeAndGravity)
|
|
||||||
{
|
|
||||||
if (Motor.GroundingStatus.IsStableOnGround)
|
|
||||||
{
|
|
||||||
Vector3 initialCharacterBottomHemiCenter =
|
|
||||||
Motor.TransientPosition + (currentUp * Motor.Capsule.radius);
|
|
||||||
|
|
||||||
Vector3 smoothedGroundNormal = Vector3.Slerp(Motor.CharacterUp,
|
|
||||||
Motor.GroundingStatus.GroundNormal,
|
|
||||||
1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
|
|
||||||
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGroundNormal) *
|
|
||||||
currentRotation;
|
|
||||||
|
|
||||||
// Move the position to create a rotation around the bottom hemi center instead of around the pivot
|
|
||||||
Motor.SetTransientPosition(initialCharacterBottomHemiCenter +
|
|
||||||
(currentRotation * Vector3.down * Motor.Capsule.radius));
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized,
|
|
||||||
1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
|
|
||||||
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) *
|
|
||||||
currentRotation;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, Vector3.up,
|
|
||||||
1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
|
|
||||||
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// (Called by KinematicCharacterMotor during its update cycle)
|
|
||||||
/// This is where you tell your character what its velocity should be right now.
|
|
||||||
/// This is the ONLY place where you can set the character's velocity
|
|
||||||
/// </summary>
|
|
||||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
|
||||||
{
|
|
||||||
switch (CurrentCharacterState)
|
|
||||||
{
|
|
||||||
case CharacterState.Default:
|
|
||||||
{
|
|
||||||
// Ground movement
|
|
||||||
if (Motor.GroundingStatus.IsStableOnGround)
|
|
||||||
{
|
|
||||||
float currentVelocityMagnitude = currentVelocity.magnitude;
|
|
||||||
|
|
||||||
Vector3 effectiveGroundNormal = Motor.GroundingStatus.GroundNormal;
|
|
||||||
|
|
||||||
// Reorient velocity on slope
|
|
||||||
currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) *
|
|
||||||
currentVelocityMagnitude;
|
|
||||||
|
|
||||||
// Calculate target velocity
|
|
||||||
Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp);
|
|
||||||
Vector3 reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized *
|
|
||||||
_moveInputVector.magnitude;
|
|
||||||
Vector3 targetMovementVelocity = reorientedInput * MaxStableMoveSpeed;
|
|
||||||
|
|
||||||
// Smooth movement Velocity
|
|
||||||
currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity,
|
|
||||||
1f - Mathf.Exp(-StableMovementSharpness * deltaTime));
|
|
||||||
}
|
|
||||||
// Air movement
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Add move input
|
|
||||||
if (_moveInputVector.sqrMagnitude > 0f)
|
|
||||||
{
|
|
||||||
Vector3 addedVelocity = _moveInputVector * AirAccelerationSpeed * deltaTime;
|
|
||||||
|
|
||||||
Vector3 currentVelocityOnInputsPlane =
|
|
||||||
Vector3.ProjectOnPlane(currentVelocity, Motor.CharacterUp);
|
|
||||||
|
|
||||||
// Limit air velocity from inputs
|
|
||||||
if (currentVelocityOnInputsPlane.magnitude < MaxAirMoveSpeed)
|
|
||||||
{
|
|
||||||
// clamp addedVel to make total vel not exceed max vel on inputs plane
|
|
||||||
Vector3 newTotal = Vector3.ClampMagnitude(currentVelocityOnInputsPlane + addedVelocity,
|
|
||||||
MaxAirMoveSpeed);
|
|
||||||
addedVelocity = newTotal - currentVelocityOnInputsPlane;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Make sure added vel doesn't go in the direction of the already-exceeding velocity
|
|
||||||
if (Vector3.Dot(currentVelocityOnInputsPlane, addedVelocity) > 0f)
|
|
||||||
{
|
|
||||||
addedVelocity = Vector3.ProjectOnPlane(addedVelocity,
|
|
||||||
currentVelocityOnInputsPlane.normalized);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Prevent air-climbing sloped walls
|
|
||||||
if (Motor.GroundingStatus.FoundAnyGround)
|
|
||||||
{
|
|
||||||
if (Vector3.Dot(currentVelocity + addedVelocity, addedVelocity) > 0f)
|
|
||||||
{
|
|
||||||
Vector3 perpenticularObstructionNormal = Vector3
|
|
||||||
.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal),
|
|
||||||
Motor.CharacterUp).normalized;
|
|
||||||
addedVelocity =
|
|
||||||
Vector3.ProjectOnPlane(addedVelocity, perpenticularObstructionNormal);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Apply added velocity
|
|
||||||
currentVelocity += addedVelocity;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Gravity
|
|
||||||
currentVelocity += Gravity * deltaTime;
|
|
||||||
|
|
||||||
// Drag
|
|
||||||
currentVelocity *= (1f / (1f + (Drag * deltaTime)));
|
|
||||||
}
|
|
||||||
|
|
||||||
// Take into account additive velocity
|
|
||||||
if (_internalVelocityAdd.sqrMagnitude > 0f)
|
|
||||||
{
|
|
||||||
currentVelocity += _internalVelocityAdd;
|
|
||||||
_internalVelocityAdd = Vector3.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// (Called by KinematicCharacterMotor during its update cycle)
|
|
||||||
/// This is called after the character has finished its movement update
|
|
||||||
/// </summary>
|
|
||||||
public void AfterCharacterUpdate(float deltaTime)
|
|
||||||
{
|
|
||||||
switch (CurrentCharacterState)
|
|
||||||
{
|
|
||||||
case CharacterState.Default:
|
|
||||||
{
|
|
||||||
// Handle uncrouching
|
|
||||||
if (_isCrouching && !_shouldBeCrouching)
|
|
||||||
{
|
|
||||||
// Do an overlap test with the character's standing height to see if there are any obstructions
|
|
||||||
Motor.SetCapsuleDimensions(0.5f, 2f, 1f);
|
|
||||||
if (Motor.CharacterOverlap(
|
|
||||||
Motor.TransientPosition,
|
|
||||||
Motor.TransientRotation,
|
|
||||||
_probedColliders,
|
|
||||||
Motor.CollidableLayers,
|
|
||||||
QueryTriggerInteraction.Ignore) > 0)
|
|
||||||
{
|
|
||||||
// If obstructions, just stick to crouching dimensions
|
|
||||||
Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// If no obstructions, uncrouch
|
|
||||||
// MeshRoot.localScale = new Vector3(1f, 1f, 1f);
|
|
||||||
_isCrouching = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void PostGroundingUpdate(float deltaTime)
|
|
||||||
{
|
|
||||||
// Handle landing and leaving ground
|
|
||||||
if (Motor.GroundingStatus.IsStableOnGround && !Motor.LastGroundingStatus.IsStableOnGround)
|
|
||||||
{
|
|
||||||
OnLanded();
|
|
||||||
}
|
|
||||||
else if (!Motor.GroundingStatus.IsStableOnGround && Motor.LastGroundingStatus.IsStableOnGround)
|
|
||||||
{
|
|
||||||
OnLeaveStableGround();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool IsColliderValidForCollisions(Collider coll)
|
|
||||||
{
|
|
||||||
if (IgnoredColliders.Count == 0)
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (IgnoredColliders.Contains(coll))
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
|
||||||
ref HitStabilityReport hitStabilityReport)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
|
||||||
ref HitStabilityReport hitStabilityReport)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AddVelocity(Vector3 velocity)
|
|
||||||
{
|
|
||||||
switch (CurrentCharacterState)
|
|
||||||
{
|
|
||||||
case CharacterState.Default:
|
|
||||||
{
|
|
||||||
_internalVelocityAdd += velocity;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
|
||||||
Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void OnLanded()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void OnLeaveStableGround()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ba1cb0200be742ec8d680ad8b2d662cb
|
|
||||||
timeCreated: 1766610552
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: d7569a6973424ff5802b1635c5338316
|
|
||||||
timeCreated: 1766611137
|
|
||||||
@@ -1,18 +0,0 @@
|
|||||||
using KinematicCharacterController;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Example.Liminal.Player
|
|
||||||
{
|
|
||||||
public class PlayerAnimator : MonoBehaviour
|
|
||||||
{
|
|
||||||
private static readonly int Velocity = Animator.StringToHash("Velocity");
|
|
||||||
|
|
||||||
[SerializeField] private Animator animator;
|
|
||||||
[SerializeField] private KinematicCharacterMotor characterMotor;
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
animator.SetFloat(Velocity, characterMotor.Velocity.magnitude);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e79636518658432a99481e476aeebc66
|
|
||||||
timeCreated: 1766610269
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
namespace Code.Example.Liminal.Player
|
|
||||||
{
|
|
||||||
public class PlayerFactory
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 60b7c1aa1c8c4189a2b442d2b4c628eb
|
|
||||||
timeCreated: 1766652945
|
|
||||||
@@ -1,74 +0,0 @@
|
|||||||
using System;
|
|
||||||
using Code.Example.Liminal.Character;
|
|
||||||
using Code.Infrastructure.Camera;
|
|
||||||
using Code.Infrastructure.Camera.CameraStates;
|
|
||||||
using Code.Infrastructure.Input;
|
|
||||||
using Reflex.Attributes;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
|
|
||||||
namespace Code.Example.Liminal.Player
|
|
||||||
{
|
|
||||||
public class PlayerMovementController : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] private LiminalCharacterController characterController;
|
|
||||||
private PlayerCharacterInputs _currentInputs = new();
|
|
||||||
private IInputService _inputService;
|
|
||||||
|
|
||||||
private CameraStateMachine _cameraStateMachine;
|
|
||||||
|
|
||||||
public Transform PlayerHeadPoint;
|
|
||||||
|
|
||||||
[Inject]
|
|
||||||
private void Construct(IInputService inputService, CameraStateMachine stateMachine)
|
|
||||||
{
|
|
||||||
_inputService = inputService;
|
|
||||||
_inputService.BindActionPerformed((int) ActionMappings.Gameplay, (int) GameplayActions.Move, OnMovePerformed);
|
|
||||||
_inputService.BindActionCancel((int) ActionMappings.Gameplay, (int) GameplayActions.Move, OnMoveCanceled);
|
|
||||||
_inputService.BindActionPerformed((int) ActionMappings.Gameplay, (int) GameplayActions.Crouch, OnCrouchPerformed);
|
|
||||||
_inputService.BindActionCancel((int) ActionMappings.Gameplay, (int) GameplayActions.Crouch, OnCrouchCanceled);
|
|
||||||
|
|
||||||
_cameraStateMachine = stateMachine;
|
|
||||||
((FirstPersonCameraState)stateMachine.CurrentBaseState).SetPlayer(this);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
_currentInputs.MoveAxisForward = 0;
|
|
||||||
_currentInputs.MoveAxisRight = 0;
|
|
||||||
_currentInputs.CrouchUp = true;
|
|
||||||
_currentInputs.CrouchDown = false;
|
|
||||||
_currentInputs.CameraRotation = Quaternion.identity;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetCameraRotation(Quaternion rotation) => _currentInputs.CameraRotation = rotation;
|
|
||||||
private void OnMovePerformed(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
_currentInputs.MoveAxisForward = context.ReadValue<Vector2>().y;
|
|
||||||
_currentInputs.MoveAxisRight = context.ReadValue<Vector2>().x;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnMoveCanceled(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
_currentInputs.MoveAxisForward = 0;
|
|
||||||
_currentInputs.MoveAxisRight = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnCrouchPerformed(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
_currentInputs.CrouchDown = true;
|
|
||||||
_currentInputs.CrouchUp = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnCrouchCanceled(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
_currentInputs.CrouchUp = true;
|
|
||||||
_currentInputs.CrouchDown = false;
|
|
||||||
}
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
characterController.SetInputs(_currentInputs);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8dd688d33c434f999d0ff7cd0553f1ee
|
|
||||||
timeCreated: 1766611089
|
|
||||||
@@ -30,18 +30,17 @@ namespace Code.Infrastructure.App
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private Loading initialLoading;
|
private Loading _initialLoading;
|
||||||
private Container _thatRightContainer;
|
private Container _thatRightContainer;
|
||||||
private void Bootstrap(Container container)
|
private void Bootstrap(Container container)
|
||||||
{
|
{
|
||||||
_thatRightContainer = container;
|
_thatRightContainer = container;
|
||||||
|
|
||||||
container.Resolve<EventBus.EventBus>().Subscribe(this);
|
container.Resolve<EventBus.EventBus>().Subscribe(this);
|
||||||
// container.Resolve<SceneLoader.SceneLoader>();
|
|
||||||
// container.Resolve<IInputService>();
|
|
||||||
container.Resolve<CameraFactory>().CreateCameraStateMachine(container.Resolve<CameraStateMachine>()).Forget();
|
container.Resolve<CameraFactory>().CreateCameraStateMachine(container.Resolve<CameraStateMachine>()).Forget();
|
||||||
|
|
||||||
initialLoading = new Loading(3, () => EssentialLoadEnded(container));
|
_initialLoading = new Loading(3, () => EssentialLoadEnded(container));
|
||||||
}
|
}
|
||||||
|
|
||||||
private void EssentialLoadEnded(Container container)
|
private void EssentialLoadEnded(Container container)
|
||||||
@@ -52,12 +51,12 @@ namespace Code.Infrastructure.App
|
|||||||
|
|
||||||
public void SceneConfigsLoaded()
|
public void SceneConfigsLoaded()
|
||||||
{
|
{
|
||||||
initialLoading.DoProgress();
|
_initialLoading.DoProgress();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void InputServiceInitialized()
|
public void InputServiceInitialized()
|
||||||
{
|
{
|
||||||
initialLoading.DoProgress();
|
_initialLoading.DoProgress();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CameraInitialized(CameraStateMachineContext.CameraLoadedData data)
|
public void CameraInitialized(CameraStateMachineContext.CameraLoadedData data)
|
||||||
@@ -65,7 +64,7 @@ namespace Code.Infrastructure.App
|
|||||||
_thatRightContainer.Resolve<CameraStateMachineContext>().cameraLoadedData = data;
|
_thatRightContainer.Resolve<CameraStateMachineContext>().cameraLoadedData = data;
|
||||||
_thatRightContainer.Resolve<CameraStateMachine>().SwitchState(CameraMode.None)
|
_thatRightContainer.Resolve<CameraStateMachine>().SwitchState(CameraMode.None)
|
||||||
.AllowStateTransition(CameraMode.FirstPerson);
|
.AllowStateTransition(CameraMode.FirstPerson);
|
||||||
initialLoading.DoProgress();
|
_initialLoading.DoProgress();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -20,8 +20,7 @@ namespace Code.Infrastructure.App.States
|
|||||||
public override AppStates myState => AppStates.Bootstrap;
|
public override AppStates myState => AppStates.Bootstrap;
|
||||||
protected override void OnEnterState()
|
protected override void OnEnterState()
|
||||||
{
|
{
|
||||||
_eventBus.Subscribe(this);
|
_eventBus.Subscribe(this);
|
||||||
Context.Camera.SwitchState(CameraMode.FirstPerson).AllowStateTransition(CameraMode.None);
|
|
||||||
Context.SceneLoader.LoadSceneAsync(SceneId.Gameplay, LoadSceneMode.Single).Forget();
|
Context.SceneLoader.LoadSceneAsync(SceneId.Gameplay, LoadSceneMode.Single).Forget();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ namespace Code.Infrastructure.App.States
|
|||||||
public override AppStates myState => AppStates.Gameplay;
|
public override AppStates myState => AppStates.Gameplay;
|
||||||
protected override void OnEnterState()
|
protected override void OnEnterState()
|
||||||
{
|
{
|
||||||
Context.Camera.SwitchState(CameraMode.FirstPerson).AllowStateTransition(CameraMode.None);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void OnExitState()
|
protected override void OnExitState()
|
||||||
|
|||||||
@@ -1,110 +0,0 @@
|
|||||||
using Code.Example.Liminal.Player;
|
|
||||||
using Code.Infrastructure.Generators;
|
|
||||||
using Code.Infrastructure.Input;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
|
|
||||||
namespace Code.Infrastructure.Camera.CameraStates
|
|
||||||
{
|
|
||||||
|
|
||||||
[State(typeof(CameraMode),typeof(CameraStateMachineContext), true)]
|
|
||||||
public partial class FirstPersonCameraState : BaseCameraState
|
|
||||||
{
|
|
||||||
private CameraSettingsConfig _settings;
|
|
||||||
|
|
||||||
public FirstPersonCameraState(CameraStateMachineContext context, EventBus.EventBus eventBus) : base(context, eventBus)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override CameraMode myState => CameraMode.FirstPerson;
|
|
||||||
protected override void OnEnterState()
|
|
||||||
{
|
|
||||||
_settings = Context.cameraLoadedData.SettingsConfigs[myState];
|
|
||||||
|
|
||||||
Context.InputService.BindActionPerformed((int)ActionMappings.Gameplay, (int) GameplayActions.Look, OnLookPerformed);
|
|
||||||
Context.InputService.BindActionCancel((int)ActionMappings.Gameplay, (int) GameplayActions.Look, OnLookCanceled);
|
|
||||||
}
|
|
||||||
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
|
||||||
{
|
|
||||||
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
|
||||||
var rotationFromInput = Quaternion.Euler(Vector3.up * (rotationInput.x * _settings.rotationSpeed));
|
|
||||||
PlanarDirection = rotationFromInput * PlanarDirection;
|
|
||||||
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
|
||||||
|
|
||||||
// Вращение вокруг горизонтальной оси (вертикальный наклон)
|
|
||||||
TargetVerticalAngle -= rotationInput.y * _settings.rotationSpeed;
|
|
||||||
TargetVerticalAngle = Mathf.Clamp(TargetVerticalAngle, _settings.minVerticalAngle, _settings.maxVerticalAngle);
|
|
||||||
var verticalRotation = Quaternion.Euler(TargetVerticalAngle, 0, 0);
|
|
||||||
|
|
||||||
// Интерполяция к целевому вращению для плавности
|
|
||||||
targetRotation = Quaternion.Slerp(Context.cameraLoadedData.Camera.transform.rotation, planarRotation * verticalRotation, deltaTime * _settings.rotationSharpness);
|
|
||||||
|
|
||||||
// Применение финального вращения
|
|
||||||
Context.cameraLoadedData.Camera.transform.rotation = targetRotation;
|
|
||||||
}
|
|
||||||
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|
||||||
protected override void OnExitState()
|
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||||||
{
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|
||||||
}
|
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||||||
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|
||||||
protected override void HandlePosition(float deltaTime, object targetRotation)
|
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||||||
{
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||||||
// Плавное следование за целью с использованием экспоненциального сглаживания
|
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// CurrentFollowPosition = Vector3.Lerp(CurrentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-_settings.followSharpness * deltaTime));
|
|
||||||
|
|
||||||
// В FirstPerson режиме камера находится прямо на позиции цели Да ну нахуй чё правда пиздец
|
|
||||||
// var targetPosition = CurrentFollowPosition;
|
|
||||||
|
|
||||||
// Установка финальной позиции камеры Да ну нахуй чё правда пиздец
|
|
||||||
Context.cameraLoadedData.Camera.transform.position = FollowTransform.position;
|
|
||||||
}
|
|
||||||
|
|
||||||
private Vector2 _lookInput;
|
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||||||
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||||||
private void OnLookPerformed(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
_lookInput = context.ReadValue<Vector2>();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnLookCanceled(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
_lookInput = Vector2.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Update()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void LateUpdate()
|
|
||||||
{
|
|
||||||
// Обновляем камеру только если есть цель для следования
|
|
||||||
// if (FollowTransform)
|
|
||||||
// {
|
|
||||||
// UpdateWithInput(Time.deltaTime, _lookInput);
|
|
||||||
// }
|
|
||||||
if (_playerMovementController)
|
|
||||||
{
|
|
||||||
UpdateWithInput(Time.deltaTime, _lookInput);
|
|
||||||
|
|
||||||
_playerMovementController.SetCameraRotation(Context.cameraLoadedData.Camera.transform.rotation);
|
|
||||||
}
|
|
||||||
}
|
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||||||
|
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||||||
public void SetFollowTransform(Transform t)
|
|
||||||
{
|
|
||||||
FollowTransform = t;
|
|
||||||
CurrentFollowPosition = t.position;
|
|
||||||
PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
|
|
||||||
}
|
|
||||||
|
|
||||||
private PlayerMovementController _playerMovementController;
|
|
||||||
public void SetPlayer(PlayerMovementController playerMovementController)
|
|
||||||
{
|
|
||||||
_playerMovementController = playerMovementController;
|
|
||||||
|
|
||||||
FollowTransform = _playerMovementController.PlayerHeadPoint;
|
|
||||||
CurrentFollowPosition = _playerMovementController.PlayerHeadPoint.position;
|
|
||||||
PlanarDirection = _playerMovementController.PlayerHeadPoint.forward; // Начальное направление совпадает с направлением цели
|
|
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@@ -31,8 +31,8 @@ namespace Code.Infrastructure.Input
|
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inputActionAsset = _configHandle.Result.inputActionAsset;
|
inputActionAsset = _configHandle.Result.inputActionAsset;
|
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inputActionAsset.actionMaps[(int)ActionMappings.Debug].Enable();
|
// inputActionAsset.actionMaps[(int)ActionMappings.Debug].Enable();
|
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inputActionAsset.actionMaps[(int)ActionMappings.Gameplay].Enable();
|
// inputActionAsset.actionMaps[(int)ActionMappings.Gameplay].Enable();
|
||||||
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|
||||||
_eventBus.RaiseEvent<IInputServiceInitializedHandle>(h => h.InputServiceInitialized());
|
_eventBus.RaiseEvent<IInputServiceInitializedHandle>(h => h.InputServiceInitialized());
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- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
|
||||||
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
|
||||||
m_BuildTextureStacks: []
|
|
||||||
m_AllowLocking: 1
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: f5d62bedbc6e09442b4884bfda89bf24
|
|
||||||
NativeFormatImporter:
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|
||||||
externalObjects: {}
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|
||||||
mainObjectFileID: 2100000
|
|
||||||
userData:
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||||||
assetBundleName:
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|
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assetBundleVariant:
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|
||||||