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using System;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Mirror.Examples.Common.Controllers.Tank
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{
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[AddComponentMenu("")]
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(CharacterController))]
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[RequireComponent(typeof(NetworkIdentity))]
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[RequireComponent(typeof(TankHealth))]
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[DisallowMultipleComponent]
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public class TankControllerBase : NetworkBehaviour
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{
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public enum GroundState : byte { Grounded, Falling }
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[Serializable]
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public struct MoveKeys
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{
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public KeyCode Forward;
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public KeyCode Back;
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public KeyCode TurnLeft;
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public KeyCode TurnRight;
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}
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[Serializable]
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public struct OptionsKeys
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{
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public KeyCode AutoRun;
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public KeyCode ToggleUI;
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}
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[Flags]
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public enum ControlOptions : byte
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{
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None,
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AutoRun = 1 << 0,
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ShowUI = 1 << 1
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}
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[Header("Components")]
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public BoxCollider boxCollider;
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public CharacterController characterController;
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[Header("User Interface")]
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public GameObject ControllerUIPrefab;
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[Header("Configuration")]
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[SerializeField]
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public MoveKeys moveKeys = new MoveKeys
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{
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Forward = KeyCode.W,
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Back = KeyCode.S,
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TurnLeft = KeyCode.A,
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TurnRight = KeyCode.D,
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};
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[SerializeField]
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public OptionsKeys optionsKeys = new OptionsKeys
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{
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AutoRun = KeyCode.R,
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ToggleUI = KeyCode.U
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};
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[Space(5)]
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public ControlOptions controlOptions = ControlOptions.ShowUI;
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[Header("Movement")]
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[Range(0, 20)]
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[FormerlySerializedAs("moveSpeedMultiplier")]
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[Tooltip("Speed in meters per second")]
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public float maxMoveSpeed = 8f;
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// Replacement for Sensitvity from Input Settings.
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[Range(0, 10f)]
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[Tooltip("Sensitivity factors into accelleration")]
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public float inputSensitivity = 2f;
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// Replacement for Gravity from Input Settings.
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[Range(0, 10f)]
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[Tooltip("Gravity factors into decelleration")]
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public float inputGravity = 2f;
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[Header("Turning")]
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[Range(0, 300f)]
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[Tooltip("Max Rotation in degrees per second")]
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public float maxTurnSpeed = 100f;
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[Range(0, 10f)]
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[FormerlySerializedAs("turnDelta")]
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[Tooltip("Rotation acceleration in degrees per second squared")]
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public float turnAcceleration = 3f;
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// Runtime data in a struct so it can be folded up in inspector
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[Serializable]
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public struct RuntimeData
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{
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[ReadOnly, SerializeField, Range(-1f, 1f)] float _vertical;
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[ReadOnly, SerializeField, Range(-300f, 300f)] float _turnSpeed;
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[ReadOnly, SerializeField, Range(-1.5f, 1.5f)] float _animVelocity;
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[ReadOnly, SerializeField, Range(-1.5f, 1.5f)] float _animRotation;
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[ReadOnly, SerializeField] GroundState _groundState;
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[ReadOnly, SerializeField] Vector3 _direction;
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[ReadOnly, SerializeField] Vector3Int _velocity;
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[ReadOnly, SerializeField] GameObject _controllerUI;
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#region Properties
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public float vertical
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{
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get => _vertical;
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internal set => _vertical = value;
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}
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public float turnSpeed
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{
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get => _turnSpeed;
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internal set => _turnSpeed = value;
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}
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public float animVelocity
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{
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get => _animVelocity;
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internal set => _animVelocity = value;
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}
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public float animRotation
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{
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get => _animRotation;
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internal set => _animRotation = value;
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}
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public GameObject controllerUI
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{
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get => _controllerUI;
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internal set => _controllerUI = value;
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}
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public Vector3 direction
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{
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get => _direction;
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internal set => _direction = value;
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}
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public Vector3Int velocity
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{
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get => _velocity;
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internal set => _velocity = value;
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}
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public GroundState groundState
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{
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get => _groundState;
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internal set => _groundState = value;
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}
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#endregion
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}
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[Header("Diagnostics")]
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public RuntimeData runtimeData;
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#region Network Setup
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protected override void OnValidate()
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{
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// Skip if Editor is in Play mode
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if (Application.isPlaying) return;
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base.OnValidate();
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Reset();
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}
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protected virtual void Reset()
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{
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if (boxCollider == null)
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boxCollider = GetComponentInChildren<BoxCollider>();
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// Enable by default...it will be disabled when characterController is enabled
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boxCollider.enabled = true;
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if (characterController == null)
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characterController = GetComponent<CharacterController>();
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// Override CharacterController default values
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characterController.enabled = false;
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characterController.skinWidth = 0.02f;
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characterController.minMoveDistance = 0f;
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GetComponent<Rigidbody>().isKinematic = true;
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#if UNITY_EDITOR
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// For convenience in the examples, we use the GUID of the TankControllerUI prefab
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// to find the correct prefab in the Mirror/Examples/_Common/Controllers folder.
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// This avoids conflicts with user-created prefabs that may have the same name
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// and avoids polluting the user's project with Resources.
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// This is not recommended for production code...use Resources.Load or AssetBundles instead.
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if (ControllerUIPrefab == null)
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{
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string path = UnityEditor.AssetDatabase.GUIDToAssetPath("e64b14552402f6745a7f0aca6237fae2");
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ControllerUIPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
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}
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#endif
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this.enabled = false;
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}
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void OnDisable()
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{
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runtimeData.vertical = 0f;
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runtimeData.turnSpeed = 0f;
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}
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public override void OnStartAuthority()
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{
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characterController.enabled = true;
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this.enabled = true;
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}
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public override void OnStopAuthority()
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{
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this.enabled = false;
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characterController.enabled = false;
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}
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public override void OnStartLocalPlayer()
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{
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if (ControllerUIPrefab != null)
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runtimeData.controllerUI = Instantiate(ControllerUIPrefab);
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if (runtimeData.controllerUI != null)
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{
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if (runtimeData.controllerUI.TryGetComponent(out TankControllerUI canvasControlPanel))
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canvasControlPanel.Refresh(moveKeys, optionsKeys);
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runtimeData.controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
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}
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}
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public override void OnStopLocalPlayer()
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{
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if (runtimeData.controllerUI != null)
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Destroy(runtimeData.controllerUI);
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runtimeData.controllerUI = null;
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}
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#endregion
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void Update()
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{
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if (!characterController.enabled)
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return;
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float deltaTime = Time.deltaTime;
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HandleOptions();
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HandleTurning(deltaTime);
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HandleMove(deltaTime);
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ApplyMove(deltaTime);
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// Reset ground state
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runtimeData.groundState = characterController.isGrounded ? GroundState.Grounded : GroundState.Falling;
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// Diagnostic velocity...FloorToInt for display purposes
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runtimeData.velocity = Vector3Int.FloorToInt(characterController.velocity);
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}
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void HandleOptions()
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{
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if (optionsKeys.AutoRun != KeyCode.None && Input.GetKeyUp(optionsKeys.AutoRun))
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controlOptions ^= ControlOptions.AutoRun;
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if (optionsKeys.ToggleUI != KeyCode.None && Input.GetKeyUp(optionsKeys.ToggleUI))
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{
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controlOptions ^= ControlOptions.ShowUI;
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if (runtimeData.controllerUI != null)
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runtimeData.controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
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}
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}
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// Turning works while airborne...feature?
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void HandleTurning(float deltaTime)
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{
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float targetTurnSpeed = 0f;
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// TurnLeft and TurnRight cancel each other out, reducing targetTurnSpeed to zero.
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if (moveKeys.TurnLeft != KeyCode.None && Input.GetKey(moveKeys.TurnLeft))
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targetTurnSpeed -= maxTurnSpeed;
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if (moveKeys.TurnRight != KeyCode.None && Input.GetKey(moveKeys.TurnRight))
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targetTurnSpeed += maxTurnSpeed;
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// If there's turn input or AutoRun is not enabled, adjust turn speed towards target
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// If no turn input and AutoRun is enabled, maintain the previous turn speed
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if (targetTurnSpeed != 0f || !controlOptions.HasFlag(ControlOptions.AutoRun))
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runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * deltaTime);
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transform.Rotate(0f, runtimeData.turnSpeed * deltaTime, 0f);
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}
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void HandleMove(float deltaTime)
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{
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// Initialize target movement variables
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float targetMoveZ = 0f;
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// Check for WASD key presses and adjust target movement variables accordingly
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if (moveKeys.Forward != KeyCode.None && Input.GetKey(moveKeys.Forward)) targetMoveZ = 1f;
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if (moveKeys.Back != KeyCode.None && Input.GetKey(moveKeys.Back)) targetMoveZ = -1f;
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if (targetMoveZ == 0f)
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{
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if (!controlOptions.HasFlag(ControlOptions.AutoRun))
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runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputGravity * deltaTime);
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}
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else
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runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputSensitivity * deltaTime);
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}
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void ApplyMove(float deltaTime)
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{
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// Create initial direction vector (z-axis only)
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runtimeData.direction = new Vector3(0f, 0f, runtimeData.vertical);
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// Transforms direction from local space to world space.
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runtimeData.direction = transform.TransformDirection(runtimeData.direction);
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// Multiply for desired ground speed.
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runtimeData.direction *= maxMoveSpeed;
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// Add gravity in case we drove off a cliff.
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runtimeData.direction += Physics.gravity;
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// Finally move the character.
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characterController.Move(runtimeData.direction * deltaTime);
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}
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}
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}
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