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using System;
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using UnityEngine;
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namespace Controller
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{
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[RequireComponent(typeof(CharacterController))]
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[RequireComponent(typeof(Animator))]
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[DisallowMultipleComponent]
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public class CharacterMover : MonoBehaviour
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{
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[Header("Movement")]
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[SerializeField]
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private float m_WalkSpeed = 1f;
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[SerializeField]
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private float m_RunSpeed = 4f;
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[SerializeField, Range(0f, 360f)]
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private float m_RotateSpeed = 90f;
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[SerializeField]
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private Space m_Space = Space.Self;
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[SerializeField]
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private float m_JumpHeight = 5f;
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[Header("Animator")]
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[SerializeField]
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private string m_HorizontalID = "Hor";
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[SerializeField]
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private string m_VerticalID = "Vert";
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[SerializeField]
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private string m_StateID = "State";
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[SerializeField]
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private string m_JumpID = "IsJump";
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[SerializeField]
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private LookWeight m_LookWeight = new(1f, 0.3f, 0.7f, 1f);
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private Transform m_Transform;
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private CharacterController m_Controller;
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private Animator m_Animator;
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private MovementHandler m_Movement;
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private AnimationHandler m_Animation;
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private Vector2 m_Axis;
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private Vector3 m_Target;
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private bool m_IsRun;
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private bool m_IsJump;
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private bool m_IsMoving;
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public Vector2 Axis => m_Axis;
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public Vector3 Target => m_Target;
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public bool IsRun => m_IsRun;
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private void OnValidate()
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{
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m_WalkSpeed = Mathf.Max(m_WalkSpeed, 0f);
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m_RunSpeed = Mathf.Max(m_RunSpeed, m_WalkSpeed);
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m_Movement?.SetStats(m_WalkSpeed / 3.6f, m_RunSpeed / 3.6f, m_RotateSpeed, m_JumpHeight, m_Space);
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}
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private void Awake()
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{
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m_Transform = transform;
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m_Controller = GetComponent<CharacterController>();
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m_Animator = GetComponent<Animator>();
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m_Movement = new MovementHandler(m_Controller, m_Transform, m_WalkSpeed, m_RunSpeed, m_RotateSpeed, m_JumpHeight, m_Space);
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m_Animation = new AnimationHandler(m_Animator, m_HorizontalID, m_VerticalID, m_StateID, m_JumpID);
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}
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private void Update()
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{
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m_Movement.Move(Time.deltaTime, in m_Axis, in m_Target, m_IsRun, m_IsJump, m_IsMoving, out var animAxis, out var isAir);
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m_Animation.Animate(in animAxis, m_IsRun? 1f : 0f, isAir, Time.deltaTime);
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}
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private void OnAnimatorIK()
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{
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m_Animation.AnimateIK(in m_Target, m_LookWeight);
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}
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public void SetInput(in Vector2 axis, in Vector3 target, in bool isRun, in bool isJump)
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{
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m_Axis = axis;
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m_Target = target;
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m_IsRun = isRun;
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m_IsJump = isJump;
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if (m_Axis.sqrMagnitude < Mathf.Epsilon)
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{
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m_Axis = Vector2.zero;
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m_IsMoving = false;
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}
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else
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{
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m_Axis = Vector3.ClampMagnitude(m_Axis, 1f);
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m_IsMoving = true;
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}
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}
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private void OnControllerColliderHit(ControllerColliderHit hit)
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{
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if(hit.normal.y > m_Controller.stepOffset)
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{
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m_Movement.SetSurface(hit.normal);
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}
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}
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[Serializable]
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private struct LookWeight
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{
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public float weight;
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public float body;
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public float head;
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public float eyes;
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public LookWeight(float weight, float body, float head, float eyes)
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{
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this.weight = weight;
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this.body = body;
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this.head = head;
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this.eyes = eyes;
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}
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}
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#region Handlers
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private class MovementHandler
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{
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private readonly CharacterController m_Controller;
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private readonly Transform m_Transform;
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private float m_WalkSpeed;
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private float m_RunSpeed;
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private float m_RotateSpeed;
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private float m_JumpHeight;
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private Space m_Space;
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private readonly float m_Luft = 75f;
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private readonly float m_JumpReload = 1f;
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private float m_TargetAngle;
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private bool m_IsRotating = false;
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private Vector3 m_Normal;
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private Vector3 m_GravityAcelleration = Physics.gravity;
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private float m_jumpTimer;
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public MovementHandler(CharacterController controller, Transform transform, float walkSpeed, float runSpeed, float rotateSpeed, float jumpHeight, Space space)
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{
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m_Controller = controller;
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m_Transform = transform;
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m_WalkSpeed = walkSpeed;
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m_RunSpeed = runSpeed;
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m_RotateSpeed = rotateSpeed;
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m_JumpHeight = jumpHeight;
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m_Space = space;
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}
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public void SetStats(float walkSpeed, float runSpeed, float rotateSpeed, float jumpHeight, Space space)
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{
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m_WalkSpeed = walkSpeed;
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m_RunSpeed = runSpeed;
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m_RotateSpeed = rotateSpeed;
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m_JumpHeight = jumpHeight;
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m_Space = space;
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}
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public void SetSurface(in Vector3 normal)
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{
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m_Normal = normal;
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}
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public void Move(float deltaTime, in Vector2 axis, in Vector3 target, bool isRun, bool isJump, bool isMoving, out Vector2 animAxis, out bool isAir)
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{
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var targetForward = Vector3.Normalize(target - m_Transform.position);
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ConvertMovement(in axis, in targetForward, out var movement);
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CaculateGravity(isJump, deltaTime, out isAir);
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Displace(deltaTime, in movement, isRun);
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Turn(in targetForward, isMoving);
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UpdateRotation(deltaTime);
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GenAnimationAxis(in movement, out animAxis);
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}
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private void ConvertMovement(in Vector2 axis, in Vector3 targetForward, out Vector3 movement)
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{
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Vector3 forward;
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Vector3 right;
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if (m_Space == Space.Self)
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{
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forward = new Vector3(targetForward.x, 0f, targetForward.z).normalized;
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right = Vector3.Cross(Vector3.up, forward).normalized;
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}
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else
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{
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forward = Vector3.forward;
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right = Vector3.right;
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}
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movement = axis.x * right + axis.y * forward;
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movement = Vector3.ProjectOnPlane(movement, m_Normal);
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}
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private void Displace(float deltaTime, in Vector3 movement, bool isRun)
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{
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Vector3 displacement = (isRun ? m_RunSpeed : m_WalkSpeed) * movement;
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displacement += m_GravityAcelleration;
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displacement *= deltaTime;
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m_Controller.Move(displacement);
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}
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private void CaculateGravity(bool isJump, float deltaTime, out bool isAir)
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{
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m_jumpTimer = Mathf.Max(m_jumpTimer - deltaTime, 0f);
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if (m_Controller.isGrounded)
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{
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if (isJump && m_jumpTimer <= 0)
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{
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var gravity = Physics.gravity;
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var length = gravity.magnitude;
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m_GravityAcelleration += -(gravity / length) * Mathf.Sqrt(m_JumpHeight * 6f * length);
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m_jumpTimer = m_JumpReload;
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isAir = true;
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return;
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}
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m_GravityAcelleration = Physics.gravity;
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isAir = false;
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return;
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}
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isAir = true;
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m_GravityAcelleration += Physics.gravity * deltaTime;
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return;
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}
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private void GenAnimationAxis(in Vector3 movement, out Vector2 animAxis)
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{
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if(m_Space == Space.Self)
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{
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animAxis = new Vector2(Vector3.Dot(movement, m_Transform.right), Vector3.Dot(movement, m_Transform.forward));
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}
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else
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{
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animAxis = new Vector2(Vector3.Dot(movement, Vector3.right), Vector3.Dot(movement, Vector3.forward));
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}
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}
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private void Turn(in Vector3 targetForward, bool isMoving)
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{
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var angle = Vector3.SignedAngle(m_Transform.forward, Vector3.ProjectOnPlane(targetForward, Vector3.up), Vector3.up);
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if (!m_IsRotating)
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{
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if (!isMoving && Mathf.Abs(angle) < m_Luft)
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{
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m_IsRotating = false;
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return;
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}
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m_IsRotating = true;
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}
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m_TargetAngle = angle;
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}
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private void UpdateRotation(float deltaTime)
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{
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if(!m_IsRotating)
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{
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return;
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}
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var rotDelta = m_RotateSpeed * deltaTime;
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if (rotDelta + Mathf.PI * 2f + Mathf.Epsilon >= Mathf.Abs(m_TargetAngle))
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{
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rotDelta = m_TargetAngle;
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m_IsRotating = false;
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}
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else
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{
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rotDelta *= Mathf.Sign(m_TargetAngle);
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}
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m_Transform.Rotate(Vector3.up, rotDelta);
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}
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}
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private class AnimationHandler
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{
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private readonly Animator m_Animator;
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private readonly string m_HorizontalID;
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private readonly string m_VerticalID;
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private readonly string m_StateID;
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private readonly string m_JumpID;
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private readonly float k_InputFlow = 4.5f;
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private float m_FlowState;
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private Vector2 m_FlowAxis;
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public AnimationHandler(Animator animator, string horizontalID, string verticalID, string stateID, string jumpID)
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{
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m_Animator = animator;
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m_HorizontalID = horizontalID;
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m_VerticalID = verticalID;
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m_StateID = stateID;
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m_JumpID = jumpID;
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}
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public void Animate(in Vector2 axis, float state, bool isJump, float deltaTime)
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{
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m_Animator.SetFloat(m_HorizontalID, m_FlowAxis.x);
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m_Animator.SetFloat(m_VerticalID, m_FlowAxis.y);
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m_Animator.SetFloat(m_StateID, Mathf.Clamp01(m_FlowState));
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m_Animator.SetBool(m_JumpID, isJump);
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m_FlowAxis = Vector2.ClampMagnitude(m_FlowAxis + k_InputFlow * deltaTime * (axis - m_FlowAxis).normalized, 1f);
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m_FlowState = Mathf.Clamp01(m_FlowState + k_InputFlow * deltaTime * Mathf.Sign(state - m_FlowState));
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}
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public void AnimateIK(in Vector3 target, in LookWeight lookWeight)
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{
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m_Animator.SetLookAtPosition(target);
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m_Animator.SetLookAtWeight(lookWeight.weight, lookWeight.body, lookWeight.head, lookWeight.eyes);
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}
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}
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#endregion
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}
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}
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