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feat/add-j
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feat/level
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72
Assets/Code/Scripts/Interaction/PlayerBoxController.cs
Normal file
72
Assets/Code/Scripts/Interaction/PlayerBoxController.cs
Normal file
@@ -0,0 +1,72 @@
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||||
using UnityEngine;
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||||
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||||
public class BoxPickup : MonoBehaviour
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{
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public Transform PlayerTransform;
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public Transform CameraTransform;
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public Transform HandTransform;
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public float ThrowForce = 10f;
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public float PickupDistance = 5f;
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private bool isHeld;
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private Rigidbody m_rigidbody;
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private PlayerInputController input;
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void Start()
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{
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m_rigidbody = GetComponent<Rigidbody>();
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input = PlayerTransform.GetComponent<PlayerInputController>();
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}
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void Update()
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{
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if (input.InteractPressed)
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{
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if (!isHeld)
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TryPickup();
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else
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Drop();
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}
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if (input.ThrowPressed)
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Throw();
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}
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private void TryPickup()
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{
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Collider[] hits = Physics.OverlapSphere(PlayerTransform.position, PickupDistance);
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foreach (Collider hit in hits)
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{
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if (hit.transform == transform) {
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Pickup();
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return;
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}
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}
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}
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private void Pickup()
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{
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isHeld = true;
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m_rigidbody.isKinematic = true;
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transform.SetParent(HandTransform);
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transform.localPosition = Vector3.zero;
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transform.localRotation = Quaternion.identity;
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}
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private void Drop()
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{
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isHeld = false;
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transform.SetParent(null);
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m_rigidbody.isKinematic = false;
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}
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private void Throw()
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{
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if (!isHeld)
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return;
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Drop();
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m_rigidbody.AddForce(PlayerTransform.forward * ThrowForce, ForceMode.Impulse);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: a36af2e55a3732eb2abc110ae2365702
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@@ -2,18 +2,25 @@ using UnityEngine;
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public class PlayerHeadController : MonoBehaviour
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{
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[Header("Head")]
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public Transform Head;
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public Transform CameraTransform;
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public Transform BodyTransform;
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public float ThrowForce;
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public float PickupDistance;
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public bool isHoldingHead;
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private Rigidbody m_headRigidbody;
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[Header("Grabbable")]
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public Transform HandTransform; // in the future hand maybe grab items but for now its an empty object
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public float ItemThrowForce = 10f;
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public float ItemPickupDistance = 5f;
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private bool isHoldingItem;
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private Rigidbody m_itemRigidbody;
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private Collider m_itemCollider;
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private Transform m_currentItem;
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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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@@ -31,7 +38,6 @@ public class PlayerHeadController : MonoBehaviour
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Cursor.lockState = CursorLockMode.Locked;
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Vector3 offset = new Vector3(0f, -0.5f, 0.5f);
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m_headInitialLocalPos = BodyTransform.localPosition + offset;
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m_headInitialLocalRot = BodyTransform.localRotation;
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m_headRigidbody = Head.GetComponent<Rigidbody>();
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@@ -42,14 +48,20 @@ public class PlayerHeadController : MonoBehaviour
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void Update()
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{
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if (input.HeadInteractionPressed)
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{
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InteractHead();
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}
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if (input.ThrowPressed)
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{
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if (input.ThrowPressed && isHoldingHead)
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ThrowHead();
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if (input.InteractPressed)
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{
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if (!isHoldingItem)
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TryPickupItem();
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else
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DropItem();
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}
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if (input.ThrowPressed && isHoldingItem)
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ThrowItem();
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}
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private void InteractHead()
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@@ -60,61 +72,84 @@ public class PlayerHeadController : MonoBehaviour
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DropHead();
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}
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private void TryPickupHead()
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{
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if (isHoldingHead || isHoldingItem)
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return;
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if (Vector3.Distance(transform.position, Head.position) <= PickupDistance)
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PickupHead();
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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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Destroy(m_headRigidbody);
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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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private void DropHead()
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{
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Debug.Log("DropHead");
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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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}
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||||
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private void ThrowHead()
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{
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Debug.Log("ThrowHead");
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if (!isHoldingHead)
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return;
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DropHead();
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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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private void TryPickupItem()
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{
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if (isHoldingHead)
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if (isHoldingHead || isHoldingItem)
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return;
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int grabbableLayer = LayerMask.GetMask("Grabbable");
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Collider[] hits = Physics.OverlapSphere(transform.position, ItemPickupDistance, grabbableLayer);
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float distance = Vector3.Distance(transform.position, Head.position);
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if (distance <= PickupDistance)
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foreach (Collider hit in hits)
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{
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PickupHead();
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m_currentItem = hit.transform;
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m_itemRigidbody = hit.GetComponent<Rigidbody>();
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m_itemCollider = hit.GetComponent<Collider>();
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PickupItem();
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return;
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}
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}
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private void PickupHead()
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private void PickupItem()
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{
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Debug.Log("PickupHead");
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isHoldingHead = true;
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isHoldingItem = true;
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m_itemRigidbody.isKinematic = true;
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m_itemCollider.enabled = false;
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||||
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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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||||
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||||
Head.SetParent(transform);
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||||
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Head.localPosition = m_headInitialLocalPos;
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||||
Head.localRotation = m_headInitialLocalRot;
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||||
m_currentItem.SetParent(HandTransform);
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m_currentItem.localPosition = Vector3.zero;
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m_currentItem.localRotation = Quaternion.identity;
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||||
}
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||||
}
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||||
|
||||
private void DropItem()
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||||
{
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||||
isHoldingItem = false;
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||||
m_currentItem.SetParent(null);
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||||
m_itemRigidbody.isKinematic = false;
|
||||
m_itemCollider.enabled = true;
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||||
m_currentItem = null;
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||||
}
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||||
|
||||
private void ThrowItem()
|
||||
{
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||||
DropItem();
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||||
m_itemRigidbody.AddForce(BodyTransform.forward * ItemThrowForce, ForceMode.Impulse);
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||||
}
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||||
}
|
||||
@@ -11,7 +11,9 @@ public class PlayerInputController : MonoBehaviour
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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; }
|
||||
public Vector2 LookAmount { get; private set; }
|
||||
@@ -19,7 +21,9 @@ public class PlayerInputController : MonoBehaviour
|
||||
public bool JumpPressed { get; private set; }
|
||||
public bool ShiftPressed { get; private set; }
|
||||
public bool ThrowPressed { get; private set; }
|
||||
public bool InteractPressed { get; private set; }
|
||||
public bool HeadInteractionPressed { get; private set; }
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -30,7 +34,9 @@ public class PlayerInputController : MonoBehaviour
|
||||
m_jumpAction = map.FindAction("Jump");
|
||||
m_shiftAction = map.FindAction("Shift");
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||||
m_throwAction = map.FindAction("Throw");
|
||||
m_interactAction = map.FindAction("Interact");
|
||||
m_headInteractAction = map.FindAction("HeadInteract");
|
||||
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -52,6 +58,7 @@ public class PlayerInputController : MonoBehaviour
|
||||
ShiftPressed = false;
|
||||
JumpPressed = false;
|
||||
ThrowPressed = false;
|
||||
InteractPressed = false;
|
||||
HeadInteractionPressed = false;
|
||||
return;
|
||||
}
|
||||
@@ -62,6 +69,7 @@ public class PlayerInputController : MonoBehaviour
|
||||
ShiftPressed = m_shiftAction.IsPressed();
|
||||
JumpPressed = m_jumpAction.WasPressedThisFrame();
|
||||
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
||||
InteractPressed = m_interactAction.WasPressedThisFrame();
|
||||
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
|
||||
}
|
||||
|
||||
|
||||
354
Assets/Level/Prefabs/Dev/IndicatorBlock.prefab
Normal file
354
Assets/Level/Prefabs/Dev/IndicatorBlock.prefab
Normal file
@@ -0,0 +1,354 @@
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||||
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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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||||
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||||
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|
||||
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||||
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||||
DEFINITIONS
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||||
"Font Software" refers to the set of files released by the Copyright
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This license becomes null and void if any of the above conditions are
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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Apache License
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TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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-----------------------------------------------------------
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219
Assets/TextMesh Pro/Examples & Extras/Prefabs/TextMeshPro - Prefab 2.prefab
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219
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