2022-02-21 20:40:03 +03:00
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using System;
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using Movement;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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using PlayerInput = Input.PlayerInput;
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namespace Player
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{
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public class PlayerController : MonoBehaviour, IMovement, PlayerInput.IPlayerControlActions
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{
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private const float DefaultJumpForce = 26.0f;
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private const float DefaultMass = 80.0f;
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private const float MaxSpeed = 700.0f;
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private const float MaxAirSpeed = 500.0f;
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private const float GravityScale = 6.0f;
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private const float AccelerationScale = 40.0f;
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private const float DecelerationScale = 60.0f;
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private const float RespawnLimit = -60.0f;
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//Took from tutorial : https://www.youtube.com/watch?v=7KiK0Aqtmzc
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private const float FallMultiplier = 3.0f;
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private const float LowJumpMultiplier = 40.0f;
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//End of credits
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private PlayerInput _controls;
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private Rigidbody2D _playerRigidbody2D;
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private SpriteRenderer _playerSpriteRenderer;
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private CollisionChecker _playerGroundTrigger;
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private CollisionChecker _playerInteractableTrigger;
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private CollisionChecker _playerWallTriggerLeft;
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private CollisionChecker _playerWallTriggerRight;
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private Orientation _orientation;
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private bool _moveKeyPressed;
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private bool _jumpKeyPressed;
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private float _xAxisValue;
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private float _speed;
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private bool _isOnAir;
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private bool _canJump;
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private bool _afterMoving;
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private void Awake()
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{
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_playerRigidbody2D = GetComponent<Rigidbody2D>();
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_playerSpriteRenderer = GetComponent<SpriteRenderer>();
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_playerGroundTrigger = GameObject.Find("PlayerGroundTrigger").GetComponent<CollisionChecker>();
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_playerInteractableTrigger = GameObject.Find("PlayerInteractableTrigger").GetComponent<CollisionChecker>();
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_playerWallTriggerLeft = GameObject.Find("PlayerWallTriggerLeft").GetComponent<CollisionChecker>();
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_playerWallTriggerRight = GameObject.Find("PlayerWallTriggerRight").GetComponent<CollisionChecker>();
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}
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private void Start()
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{
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_playerRigidbody2D.mass = DefaultMass;
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_playerRigidbody2D.gravityScale = GravityScale;
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_orientation = gameObject.GetComponent<SpriteRenderer>().flipX switch
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{
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true => Orientation.Left,
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false => Orientation.Right
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};
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_canJump = true;
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BaseSpeed = 0.0f;
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}
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private void OnEnable()
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{
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if (_controls == null)
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{
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_controls = new PlayerInput();
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_controls.PlayerControl.SetCallbacks(this);
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}
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_controls.PlayerControl.Enable();
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}
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private void OnDisable()
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{
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_controls.Disable();
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}
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private void FixedUpdate()
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{
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//Took from tutorial : https://www.youtube.com/watch?v=7KiK0Aqtmzc
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switch (_playerRigidbody2D.velocity.y)
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{
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case < 0:
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_playerRigidbody2D.velocity +=
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Vector2.up * (Physics2D.gravity.y * (FallMultiplier - 1) * Time.fixedDeltaTime);
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break;
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case > 0 when !_jumpKeyPressed:
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_playerRigidbody2D.velocity +=
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Vector2.up * (Physics2D.gravity.y * (LowJumpMultiplier - 1) * Time.fixedDeltaTime);
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break;
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}
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//End of credits
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if (_moveKeyPressed)
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Move(_xAxisValue);
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else
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_playerRigidbody2D.velocity = new Vector2(0.0f, _playerRigidbody2D.velocity.y);
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if (_jumpKeyPressed && _playerGroundTrigger.IsCollided && _canJump)
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Jump();
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if (_afterMoving)
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DecelerationAfterMoving();
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}
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private void Update()
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{
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_isOnAir = !_playerGroundTrigger.IsCollided;
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RespawnCheck();
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}
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private void RespawnCheck()
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{
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if (gameObject.transform.position.y < RespawnLimit)
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SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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}
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// PAUSE METHODS
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public bool IsPaused { get; private set; }
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public void Pause()
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{
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IsPaused = true;
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_playerRigidbody2D.simulated = IsPaused;
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}
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public void Resume()
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{
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IsPaused = false;
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_playerRigidbody2D.simulated = IsPaused;
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}
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// MOVE METHODS
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public float BaseSpeed
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{
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get => _speed;
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set
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{
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switch (_isOnAir)
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{
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case false when value > MaxSpeed:
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_speed = MaxSpeed;
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break;
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case true when value > MaxAirSpeed:
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_speed = MaxAirSpeed;
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break;
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default:
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{
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if (value < 0)
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_speed = 0;
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else
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_speed = value;
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break;
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}
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}
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}
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}
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public void Move(float value)
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{
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switch (_xAxisValue)
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{
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case < 0:
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_playerSpriteRenderer.flipX = true;
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_orientation = Orientation.Left;
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//prevent player from sticking to wall while moving to its direction in the air
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if (!_playerGroundTrigger.IsCollided && _playerWallTriggerLeft.IsCollided)
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return;
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break;
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case > 0:
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_playerSpriteRenderer.flipX = false;
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_orientation = Orientation.Right;
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//prevent player from sticking to wall while moving to its direction in the air
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if (!_playerGroundTrigger.IsCollided && _playerWallTriggerRight.IsCollided)
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return;
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break;
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}
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BaseSpeed += AccelerationScale;
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_playerRigidbody2D.velocity = new Vector2(BaseSpeed * _xAxisValue * Time.fixedDeltaTime,
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_playerRigidbody2D.velocity.y);
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}
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private void DecelerationAfterMoving()
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{
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BaseSpeed -= DecelerationScale;
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_playerRigidbody2D.velocity = new Vector2(BaseSpeed * (int)_orientation * Time.fixedDeltaTime,
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_playerRigidbody2D.velocity.y);
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if (BaseSpeed == 0)
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_afterMoving = false;
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}
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private void Jump()
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{
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BaseSpeed = MaxAirSpeed;
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_playerRigidbody2D.velocity = Vector2.up.normalized * DefaultJumpForce;
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_canJump = false;
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}
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private void Climb()
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{
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throw new NotImplementedException();
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}
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// INPUT HANDLING
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public void OnMove(InputAction.CallbackContext context)
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{
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switch (context.canceled)
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{
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case true:
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_moveKeyPressed = false;
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_afterMoving = true;
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break;
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case false:
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_afterMoving = false;
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_moveKeyPressed = true;
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_xAxisValue = context.ReadValue<float>();
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break;
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}
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}
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public void OnJump(InputAction.CallbackContext context)
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{
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switch (context.canceled)
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{
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case true:
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_jumpKeyPressed = false;
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_canJump = true;
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break;
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case false:
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if (_playerGroundTrigger.IsCollided)
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_jumpKeyPressed = true;
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break;
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}
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}
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public void OnInteract(InputAction.CallbackContext context)
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{
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if (_playerInteractableTrigger.IsCollided)
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{
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}
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}
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public void OnClimb(InputAction.CallbackContext context)
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{
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Climb();
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}
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private enum Orientation
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{
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Left = -1,
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Right = 1
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}
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}
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}
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