feat: add throwable boxs and set it as prefab
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80
Assets/Code/Scripts/Player/PlayerInputHandler.cs
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80
Assets/Code/Scripts/Player/PlayerInputHandler.cs
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class PlayerInputController : MonoBehaviour
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{
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public InputActionAsset InputActions;
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public bool InputEnabled { get; private set; } = true;
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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_shiftAction;
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private InputAction m_interactAction;
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private InputAction m_headInteractAction;
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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 InteractPressed { get; private set; }
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public bool HeadInteractionPressed { 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_interactAction = map.FindAction("Interact");
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m_headInteractAction = map.FindAction("HeadInteract");
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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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if (!InputEnabled)
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{
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MoveAmount = Vector2.zero;
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LookAmount = Vector2.zero;
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ShiftPressed = false;
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JumpPressed = false;
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ThrowPressed = false;
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InteractPressed = false;
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HeadInteractionPressed = false;
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return;
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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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InteractPressed = m_interactAction.WasPressedThisFrame();
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HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
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}
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public void SetInputEnabled(bool enabled)
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{
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InputEnabled = enabled;
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}
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}
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