feat: player movement
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97
Assets/Code/Scripts/Player/PlayerHeadControll.cs
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97
Assets/Code/Scripts/Player/PlayerHeadControll.cs
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using UnityEngine;
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public class PlayerHeadController : MonoBehaviour
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{
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public Transform Head;
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public Transform CameraTransform;
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public float ThrowForce = 10f;
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public float PickupDistance = 3f;
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public bool isHoldingHead = true;
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private Rigidbody m_headRigidbody;
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private Vector3 m_headInitialLocalPos;
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private Quaternion m_headInitialLocalRot;
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private Animator animator;
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private PlayerInputController input;
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private void Awake()
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{
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animator = GetComponent<Animator>();
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input = GetComponent<PlayerInputController>();
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}
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void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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m_headInitialLocalPos = Head.localPosition;
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m_headInitialLocalRot = Head.localRotation;
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}
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void Update()
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{
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if (input.ThrowPressed)
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{
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ThrowHead();
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}
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if (input.PickupPressed)
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{
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TryPickupHead();
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}
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}
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private void ThrowHead()
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{
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if (!isHoldingHead)
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return;
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animator.SetTrigger("Throw");
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isHoldingHead = false;
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Head.SetParent(null);
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m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
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m_headRigidbody.mass = 1f;
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m_headRigidbody.constraints =
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RigidbodyConstraints.FreezeRotationX |
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RigidbodyConstraints.FreezeRotationZ |
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RigidbodyConstraints.FreezeRotationY;
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m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
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}
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private void TryPickupHead()
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{
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if (isHoldingHead)
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return;
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float distance = Vector3.Distance(transform.position, Head.position);
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if (distance <= PickupDistance)
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{
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PickupHead();
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}
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}
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private void PickupHead()
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{
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isHoldingHead = true;
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if (m_headRigidbody != null)
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{
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Destroy(m_headRigidbody);
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}
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Head.SetParent(transform);
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Head.localPosition = m_headInitialLocalPos;
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Head.localRotation = m_headInitialLocalRot;
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}
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}
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