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2 Commits
Level-1
...
feat/depla
| Author | SHA1 | Date | |
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22da6f75e1 | ||
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79dad388a1 |
@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: cd6d6893cb79bcda4bd1aebc58cdc64e
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,56 +0,0 @@
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using UnityEngine;
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public class RootCrawler : MonoBehaviour
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{
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public Transform target;
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public float maxHeight = 2f;
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public float crawlingSpeed = 0.4f;
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public float radius = 0.5f;
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public float rotationSpeed = 5f;
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public float noiseStrength = 0.06f;
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public float noiseFrequency = 1.5f;
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public int resolution = 80;
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private float currentHeight = 0f;
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private float noiseOffset;
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private LineRenderer line;
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private float angleOffset = 0f;
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void Start()
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{
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line = GetComponent<LineRenderer>();
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noiseOffset = Random.Range(0f, 100f);
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}
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void Update()
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{
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if (target == null)
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return;
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currentHeight += Time.deltaTime * crawlingSpeed;
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currentHeight = Mathf.Clamp(currentHeight, 0f, maxHeight);
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angleOffset += Time.deltaTime * 2f;
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int currentResolution = Mathf.Max(2, Mathf.RoundToInt((currentHeight / maxHeight) * resolution));
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line.positionCount = currentResolution;
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for (int i = 0; i < currentResolution; i++) {
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float t = (float)i / (currentResolution - 1);
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float h = t * currentHeight;
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float angle = t * rotationSpeed * maxHeight / crawlingSpeed + angleOffset;
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float r = Mathf.Lerp(radius, radius * 0.5f, t);
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float noiseX = (Mathf.PerlinNoise(noiseOffset + h * noiseFrequency, 0f) - 0.5f) * noiseStrength;
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float noiseZ = (Mathf.PerlinNoise(0f, noiseOffset + h * noiseFrequency) - 0.5f) * noiseStrength;
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float x = Mathf.Cos(angle) * r + noiseX;
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float z = Mathf.Sin(angle) * r + noiseZ;
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line.SetPosition(i, target.position + new Vector3(x, h - 0.8f, z));
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}
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float rotationMultiplier = 1f - (currentHeight / maxHeight);
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angleOffset += Time.deltaTime * 2f * (rotationMultiplier + 0.1f);
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 32b713897b19bfd9fbc1d58800761b20
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@@ -2,62 +2,15 @@ using UnityEngine;
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public class SlowdownArea : MonoBehaviour
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public class SlowdownArea : MonoBehaviour
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{
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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[Header("References")]
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void Start()
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public float maxSlow;
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public float slowSpeed;
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public float timer;
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public GameObject playerBody;
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[Header("Root Crawler")]
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public GameObject rootCrawlerPrefab;
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private float baseJump;
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private bool isInZone = false;
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private PlayerMovement player;
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private PlayerJump jump;
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private GameObject currentCrawler;
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private void OnTriggerEnter(Collider area)
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{
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{
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if (area.CompareTag("Player")){
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player = area.GetComponent<PlayerMovement>();
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jump = area.GetComponent<PlayerJump>();
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baseJump = 5.0f;
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jump.JumpForce = 1.5f;
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isInZone = true;
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if (currentCrawler == null) {
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currentCrawler = Instantiate(rootCrawlerPrefab, player.transform);
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RootCrawler crawler = currentCrawler.GetComponent<RootCrawler>();
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crawler.target = playerBody.transform;
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}
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}
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}
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}
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private void OnTriggerExit(Collider area)
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{
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if (area.CompareTag("Player")) {
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isInZone = false;
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timer = 0f;
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player.ApplySlow(1f);
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player.ApplyAnimationSlow(1f);
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jump.JumpForce = baseJump;
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if (currentCrawler != null) {
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Destroy(currentCrawler);
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}
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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if (!isInZone || player == null)
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return;
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timer += Time.deltaTime;
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float t = Mathf.Clamp(timer * slowSpeed, 0f, 1f);
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float multiplicator = Mathf.Lerp(1f, maxSlow, t);
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player.ApplySlow(multiplicator);
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player.ApplyAnimationSlow(multiplicator);
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}
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}
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}
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}
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@@ -14,19 +14,12 @@ public class PlayerMovement : MonoBehaviour
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private Vector3 moveDirection;
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private Vector3 moveDirection;
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// used by root enemies (area tell -> player do)
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private float baseWalkSpeed;
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private float slowMultiplier = 1.0f;
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private float animMultiplier = 1.0f;
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private void Awake()
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private void Awake()
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{
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{
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m_rigidbody = GetComponent<Rigidbody>();
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m_rigidbody = GetComponent<Rigidbody>();
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input = GetComponent<PlayerInputController>();
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input = GetComponent<PlayerInputController>();
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animator = GetComponent<Animator>();
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animator = GetComponent<Animator>();
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headController = GetComponent<PlayerHeadController>();
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headController = GetComponent<PlayerHeadController>();
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baseWalkSpeed = WalkSpeed;
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animator.speed = 1.0f;
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if (m_rigidbody != null)
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if (m_rigidbody != null)
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{
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{
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@@ -34,17 +27,6 @@ public class PlayerMovement : MonoBehaviour
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}
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}
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}
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}
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public void ApplySlow(float multiplier)
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{
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slowMultiplier = multiplier;
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}
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public void ApplyAnimationSlow(float multiplier)
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{
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animMultiplier = multiplier;
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animator.speed = animMultiplier;
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}
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private void FixedUpdate()
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private void FixedUpdate()
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{
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{
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Vector2 m_moveAmt = input.MoveAmount;
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Vector2 m_moveAmt = input.MoveAmount;
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@@ -66,7 +48,7 @@ public class PlayerMovement : MonoBehaviour
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if (headController.isHoldingHead)
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if (headController.isHoldingHead)
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{
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{
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m_rigidbody.MovePosition(
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m_rigidbody.MovePosition(
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m_rigidbody.position + Time.deltaTime * baseWalkSpeed * slowMultiplier * moveDirection
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m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
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);
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);
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}
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}
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else
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else
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@@ -74,7 +56,7 @@ public class PlayerMovement : MonoBehaviour
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if (moveDirection.magnitude >= 0.1f)
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if (moveDirection.magnitude >= 0.1f)
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{
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{
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m_rigidbody.MovePosition(
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m_rigidbody.MovePosition(
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m_rigidbody.position + Time.deltaTime * baseWalkSpeed * slowMultiplier * moveDirection
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m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
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);
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);
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Quaternion targetRotation = Quaternion.LookRotation(moveDirection);
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Quaternion targetRotation = Quaternion.LookRotation(moveDirection);
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@@ -1,8 +0,0 @@
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@@ -1,137 +0,0 @@
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Reference in New Issue
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