feat: player movement
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56
Assets/Code/Scripts/Player/PlayerInputHandler.cs
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56
Assets/Code/Scripts/Player/PlayerInputHandler.cs
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.Windows;
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public class PlayerInputController : MonoBehaviour
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{
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public InputActionAsset InputActions;
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private InputAction m_moveAction;
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private InputAction m_lookAction;
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private InputAction m_jumpAction;
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private InputAction m_throwAction;
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private InputAction m_pickupAction;
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private InputAction m_shiftAction;
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public Vector2 MoveAmount { get; private set; }
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public Vector2 LookAmount { get; private set; }
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public bool JumpPressed { get; private set; }
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public bool ShiftPressed { get; private set; }
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public bool ThrowPressed { get; private set; }
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public bool PickupPressed { get; private set; }
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private void Awake()
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{
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var map = InputActions.FindActionMap("Player");
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m_moveAction = map.FindAction("Move");
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m_lookAction = map.FindAction("Look");
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m_jumpAction = map.FindAction("Jump");
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m_shiftAction = map.FindAction("Shift");
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m_throwAction = map.FindAction("Throw");
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m_pickupAction = map.FindAction("Pickup");
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}
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private void OnEnable()
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{
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InputActions.FindActionMap("Player").Enable();
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}
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private void OnDisable()
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{
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InputActions.FindActionMap("Player").Disable();
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}
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private void Update()
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{
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MoveAmount = m_moveAction.ReadValue<Vector2>();
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LookAmount = m_lookAction.ReadValue<Vector2>();
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ShiftPressed = m_shiftAction.IsPressed();
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JumpPressed = m_jumpAction.WasPressedThisFrame();
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ThrowPressed = m_throwAction.WasPressedThisFrame();
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PickupPressed = m_pickupAction.WasPressedThisFrame();
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}
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}
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