work on switch to new input system
This commit is contained in:
@@ -20,7 +20,8 @@ Material:
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m_DoubleSidedGI: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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m_CustomRenderQueue: -1
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stringTagMap: {}
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stringTagMap: {}
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disabledShaderPasses: []
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disabledShaderPasses:
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- MOTIONVECTORS
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m_LockedProperties:
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m_LockedProperties:
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m_SavedProperties:
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m_SavedProperties:
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serializedVersion: 3
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serializedVersion: 3
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@@ -41,6 +41,24 @@
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"processors": "",
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"processors": "",
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"interactions": "",
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"interactions": "",
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"initialStateCheck": false
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"initialStateCheck": false
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},
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{
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"name": "Look",
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"type": "Value",
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"id": "7fba5b60-8d24-49b6-8308-c70e6a63c456",
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"expectedControlType": "Vector2",
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"processors": "",
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"interactions": "",
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"initialStateCheck": true
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},
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{
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"name": "Run",
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"type": "Button",
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"id": "5a6630db-ebaf-4fde-9e52-f04136a77988",
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"expectedControlType": "",
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"processors": "",
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"interactions": "",
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"initialStateCheck": false
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}
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}
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],
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],
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"bindings": [
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"bindings": [
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@@ -175,6 +193,50 @@
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"action": "Pause",
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"action": "Pause",
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"isComposite": false,
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"isComposite": false,
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"isPartOfComposite": false
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "74ebb1b9-ab13-42d0-956f-019b25fb646b",
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"path": "<Gamepad>/rightStick",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "Look",
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "2c4bb4fd-6d38-4424-a2de-e798aeef5dd7",
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"path": "<Mouse>/delta",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "Look",
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "ac8271b8-5a0c-498a-b97b-57546775b0b9",
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"path": "<Gamepad>/leftStickPress",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "Run",
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "34fcda37-2f7d-40e9-a510-fff20ecd0672",
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"path": "<Keyboard>/leftShift",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "Run",
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"isComposite": false,
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"isPartOfComposite": false
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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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BIN
Assets/Scenes/Scene1-1.unity
LFS
BIN
Assets/Scenes/Scene1-1.unity
LFS
Binary file not shown.
@@ -5,10 +5,10 @@ public class PlayerCam : MonoBehaviour
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{
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{
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float sens;
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float sens;
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public Transform orientation;
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public Transform orientation;
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public Transform player;
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float xRotation;
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float xRotation;
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float yRotation;
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float yRotation;
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float mouseX;
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public Vector2 lookInput;
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float mouseY;
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public Transform wagonRot;
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public Transform wagonRot;
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private Quaternion previousSourceRotation;
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private Quaternion previousSourceRotation;
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@@ -51,19 +51,19 @@ public class PlayerCam : MonoBehaviour
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sens = Sensitivity.value;
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sens = Sensitivity.value;
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if (canLook)
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if (canLook)
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{
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{
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mouseX = Input.GetAxis("Mouse X") * sens;
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yRotation += lookInput.x * sens * Time.deltaTime;
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mouseY = Input.GetAxis("Mouse Y") * sens;
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xRotation -= lookInput.y * sens * Time.deltaTime;
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}
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}
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yRotation += mouseX;
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xRotation -= mouseY;
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xRotation = Mathf.Clamp(xRotation, -87f, 87f);
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xRotation = Mathf.Clamp(xRotation, -87f, 87f);
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transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
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transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
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orientation.rotation = Quaternion.Euler(0, yRotation, 0);
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orientation.rotation = Quaternion.Euler(0, yRotation, 0);
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player.rotation = Quaternion.Euler(0, yRotation, 0);
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}
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}
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}
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}
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@@ -30,7 +30,6 @@ public class PlayerMovement : MonoBehaviour
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public InputAction pauseGameButton;
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public InputAction pauseGameButton;
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public Transform orientation;
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public Transform orientation;
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public Transform cameraor;
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public Transform cameraor;
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@@ -47,6 +46,7 @@ public class PlayerMovement : MonoBehaviour
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public float timeSinceLastSwing;
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public float timeSinceLastSwing;
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public bool holdSwing;
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public bool holdSwing;
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public float holdSwingTimer;
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public float holdSwingTimer;
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public bool swingBeingHeld;
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public float dashDistanceTimer, dashDistance, dashDuration;
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public float dashDistanceTimer, dashDistance, dashDuration;
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public Collider myCollider;
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public Collider myCollider;
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@@ -64,7 +64,7 @@ public class PlayerMovement : MonoBehaviour
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float energyObjTimer;
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float energyObjTimer;
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public GameObject energyFill;
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public GameObject energyFill;
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public bool jumped;
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@@ -85,12 +85,65 @@ public class PlayerMovement : MonoBehaviour
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void Update()
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void Update()
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{
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{
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MyInput();
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if (pauseGameButton.WasPerformedThisFrame())
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timeSinceLastSwing += Time.deltaTime;
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if (timeSinceLastSwing > .5f)
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lastSwing = 0;
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holdSwingTimer += Time.deltaTime;
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if (holdSwing && holdSwingTimer > .15f)
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holdSwing = false;
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else if (holdSwing && GameObject.FindGameObjectsWithTag("Sword").Length < 1)
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{
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{
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holdSwing = false;
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if (energy > 7)
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SwingSword();
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}
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if (!holdSwing)
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holdSwingTimer = 0;
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if (swung)
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{
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swungTimer += Time.deltaTime;
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}
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if (swungTimer > 1f)
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swung = false;
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if (!swung)
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{
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swungTimer = 0;
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energy += 70 * Time.deltaTime;
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}
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}
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if (energy < 0)
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energy = 0;
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if (energy > 100)
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energy = 100;
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energySlider.value = energy;
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healthUI.sizeDelta = new Vector2((Mathf.Ceil(HP) - 1) + (9 * HP), healthUI.sizeDelta.y);
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//MyInput();
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if (swingBeingHeld)
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{
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swung = true;
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swungTimer = 0;
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timeSinceLastSwing = 0;
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energy -= 20 * Time.deltaTime;
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dashDistanceTimer += Time.deltaTime;
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if (dashDistanceTimer > 1)
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energyFill.GetComponent<Image>().color = Color.deepPink;
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if (energy <= 0)
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{
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if (dashDistanceTimer > 1)
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{
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dashDistance = Mathf.Floor(dashDistanceTimer * 8);
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dashDuration = 15;
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}
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dashDistanceTimer = 0;
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}
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}
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if (energy == 100)
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if (energy == 100)
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{
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{
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@@ -106,9 +159,46 @@ public class PlayerMovement : MonoBehaviour
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energyObjTimer = 0;
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energyObjTimer = 0;
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energyObj.SetActive(true);
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energyObj.SetActive(true);
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}
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}
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}
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void FixedUpdate()
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if (dashDuration > 0)
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{
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{
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SwordDash();
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dashDuration--;
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}
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if (dashDuration == 1)
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{
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//rb.linearVelocity = Vector3.zero;
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dashDuration--;
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}
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if (canWalk /*&& !running*/)
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{
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Vector3 move = new Vector3(moveInput.x * speed, 0, moveInput.y * speed);
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Vector3 move2 = transform.TransformDirection(move);
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controller.Move(move2 * Time.deltaTime);
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}
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//else if (canWalk && running)
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//{
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// Vector3 move = new Vector3(moveInput.x * speed, 0, moveInput.y * runSpeed);
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// Vector3 move2 = transform.TransformDirection(move);
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// controller.Move(move2 * Time.deltaTime);
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//}
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controller.Move(velocity * Time.deltaTime);
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if (!controller.isGrounded)
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{
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velocity.y += gravity * Time.deltaTime;
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}
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else if (controller.isGrounded)
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{
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//velocity.y = 0;
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}
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}
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}
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public void PauseGame(InputAction.CallbackContext context)
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public void PauseGame(InputAction.CallbackContext context)
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@@ -131,6 +221,72 @@ public class PlayerMovement : MonoBehaviour
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Cursor.visible = false;
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Cursor.visible = false;
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}
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}
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}
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}
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public void OnMove(InputAction.CallbackContext context)
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{
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moveInput = context.ReadValue<Vector2>();
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}
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public void OnRun(InputAction.CallbackContext context)
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{
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if (context.performed && moveAnimationInputY == 1 && !running)
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{
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running = true;
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}
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else if (context.performed && moveAnimationInputY == 2 && running)
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{
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running = false;
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moveAnimationInputY = 1;
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}
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if (context.canceled)
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{
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//running = false;
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}
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}
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public void OnLook(InputAction.CallbackContext context)
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{
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playerCam.lookInput = context.ReadValue<Vector2>();
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}
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public void OnAttack(InputAction.CallbackContext context)
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{
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if (context.performed && inventorySlot == 1)
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{
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swingBeingHeld = true;
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if (GameObject.FindGameObjectsWithTag("Sword").Length < 1)
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{
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if (energy > 7)
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SwingSword();
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}
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else
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{
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swung = true;
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swungTimer = 0;
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holdSwingTimer = 0;
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holdSwing = true;
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}
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}
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if (context.canceled && inventorySlot == 1)
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{
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swingBeingHeld = false;
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energyFill.GetComponent<Image>().color = Color.darkRed;
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if (dashDistanceTimer > 1)
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{
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dashDistance = Mathf.Floor(dashDistanceTimer * 8);
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dashDuration = 15;
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}
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dashDistanceTimer = 0;
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}
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}
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public void OnJump(InputAction.CallbackContext context)
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{
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if (context.performed && controller.isGrounded)
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{
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velocity.y = Mathf.Sqrt(jumpHeight * -1f * gravity);
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jumped = true;
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}
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if (context.canceled && !controller.isGrounded)
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{
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jumped = false;
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}
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}
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private void MyInput()
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private void MyInput()
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{
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{
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@@ -294,7 +450,7 @@ public class PlayerMovement : MonoBehaviour
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private void SwordDash()
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private void SwordDash()
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{
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{
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myCollider.excludeLayers = excludeEnemy;
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myCollider.excludeLayers = excludeEnemy;
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Debug.Log($"distance:{dashDistance}");
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//rb.AddForce(Camera.main.transform.forward * dashDistance, ForceMode.Impulse);
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//rb.AddForce(Camera.main.transform.forward * dashDistance, ForceMode.Impulse);
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swung = true;
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swung = true;
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swungTimer = 0;
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swungTimer = 0;
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Reference in New Issue
Block a user