2021-02-15 19:09:32 +01:00
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using Extensions;
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2021-01-27 12:27:56 +01:00
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using UnityEngine;
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2021-02-15 19:09:32 +01:00
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using NaughtyAttributes;
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2021-01-27 12:27:56 +01:00
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public class PlayerController : MonoBehaviour
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{
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2021-02-15 19:09:32 +01:00
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[Header("Config")]
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2021-01-27 12:27:56 +01:00
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[SerializeField]
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[Expandable]
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private PlayerMovementSettings _movementSettings;
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2021-02-15 19:09:32 +01:00
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[Header("References")]
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[SerializeField]
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private PlayerInputHandler _inputHandler;
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[SerializeField]
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2021-02-15 19:09:32 +01:00
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private CharacterController _controller;
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[SerializeField]
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private PlayerPowers _powers;
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[SerializeField]
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private Transform _graphics;
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[SerializeField]
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private Renderer[] _renderers;
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[Header( "Debug" )]
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[SerializeField]
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private Color _groundedColor;
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[SerializeField]
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private Color _jumpColor;
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[SerializeField]
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private Color _boostColor;
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[SerializeField]
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private Color _exhaustedColor;
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[ShowNonSerializedField]
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private Vector2 _surfVelocity;
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[ShowNonSerializedField]
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private Vector2 _overrideDelta;
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[ShowNonSerializedField]
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private float _lookAngle;
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[ShowNonSerializedField]
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private float _yVelocity;
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[ShowNonSerializedField]
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private bool _grounded;
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[ShowNativeProperty]
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private bool Still => Mathf.Approximately( _inputHandler?.InputState.Move.Value.sqrMagnitude ?? 0f, 0f );
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[ShowNonSerializedField]
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private float _boostTime;
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[ShowNonSerializedField]
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private float _fallTime;
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public bool CanJump => _grounded || _fallTime < _movementSettings.CoyoteTime;
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private const float PI = Mathf.PI;
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private const float TAU = Mathf.PI * 2f;
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private const float HALF_PI = Mathf.PI / 2f;
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private enum JumpState
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{
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None,
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Jump,
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Boost,
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Exhausted,
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COUNT,
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}
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[ShowNonSerializedField]
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private JumpState _jumpState;
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private void Start()
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{
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}
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private Color GetDebugColor()
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{
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switch ( _jumpState )
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{
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case JumpState.None:
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return _groundedColor;
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case JumpState.Jump:
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return _jumpColor;
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case JumpState.Boost:
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return _boostColor;
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case JumpState.Exhausted:
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return _exhaustedColor;
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}
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return Color.red;
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}
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private float normaliseAngle( float angle )
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{
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while ( angle > PI )
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{
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angle -= TAU;
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}
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while ( angle < -PI )
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{
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angle += TAU;
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}
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return angle;
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}
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private void Land()
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{
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_powers.Blink.Reset();
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_powers.Boost.Reset();
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}
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private void UpdateLook( float dt )
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{
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if ( _surfVelocity.sqrMagnitude > 0.01f )
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{
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float targetAngle = -Vector2.SignedAngle( Vector2.up, _surfVelocity.normalized ) * Mathf.Deg2Rad;
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float delta = targetAngle - _lookAngle;
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float ls = _movementSettings.LookSpeed * dt;
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_lookAngle += Mathf.Clamp( normaliseAngle(delta), -ls, ls );
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_lookAngle = normaliseAngle( _lookAngle );
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}
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}
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private void UpdateBlink( float dt )
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{
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if ( _powers.Blink.CanConsume && _inputHandler.InputState.Blink.GetDown() )
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{
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_powers.Blink.Consume();
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Vector2 blinkDirection = Vector2.up.Rotate( -_lookAngle );
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_overrideDelta += blinkDirection * _movementSettings.BlinkDistance;
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_surfVelocity += blinkDirection * _movementSettings.BlinkVelocity;
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}
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}
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private void UpdateJump(float dt)
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{
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_fallTime = _grounded ? 0f : (_fallTime + dt);
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switch ( _jumpState )
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{
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case JumpState.None:
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if ( CanJump )
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{
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if ( _inputHandler.InputState.Jump.GetDown() )
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{
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_grounded = false;
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_jumpState = JumpState.Jump;
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_yVelocity = Mathf.Sqrt( 2f * _movementSettings.JumpHeight * _movementSettings.UpGravity );
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// always make sure we can blink once per jump
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_powers.Blink.Reset();
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}
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}
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else
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{
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_jumpState = JumpState.Jump;
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}
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break;
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case JumpState.Jump:
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if ( _powers.Boost.CanConsume && _inputHandler.InputState.Jump.GetDown( consume: false ) )
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{
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_powers.Boost.Consume();
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_boostTime = 0f;
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_jumpState = JumpState.Boost;
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if ( _yVelocity < _movementSettings.MinBoostVelocity )
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{
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_yVelocity = _movementSettings.MinBoostVelocity;
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}
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}
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break;
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case JumpState.Boost:
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if ( _inputHandler.InputState.Jump.GetRawValue() )
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{
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_yVelocity += _movementSettings.BoostForce * dt;
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_boostTime += dt;
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if ( _boostTime > _movementSettings.BoostTime )
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{
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_jumpState = JumpState.Exhausted;
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}
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}
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break;
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default:
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break;
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}
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}
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private void UpdateGravity( float dt )
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{
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if ( _grounded )
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{
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_yVelocity = _movementSettings.GroundedYVelocity;
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_jumpState = JumpState.None;
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}
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else
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{
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if ( _yVelocity > 0f && _jumpState == JumpState.Jump )
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{
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_yVelocity -= ( _movementSettings.UpGravity * dt );
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}
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else
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{
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_yVelocity -= ( _movementSettings.DownGravity * dt );
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}
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}
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}
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private void UpdateDrag( float dt )
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{
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Vector2 drag = -_surfVelocity;
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float coefficient
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= _grounded
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? ( Still
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? _movementSettings.StillDragCoefficient
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: _movementSettings.DragCoefficient )
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: ( _jumpState == JumpState.Boost
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? _movementSettings.BoostDragCoefficient
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: _movementSettings.AirDragCoefficient );
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_surfVelocity += drag * (dt * coefficient);
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}
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private void UpdateMovement( float dt )
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{
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Vector2 moveVector = _inputHandler.InputState.Move.Value;
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_surfVelocity += moveVector * (_movementSettings.BaseMovementForce * dt);
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}
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private void UpdateDebug()
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{
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Color debugColor = GetDebugColor();
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for ( int i = 0; i < _renderers.Length; ++i )
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{
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_renderers[ i ].material.color = debugColor;
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}
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}
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private void FixedUpdate()
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{
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float dt = Time.fixedDeltaTime;
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_overrideDelta = Vector2.zero;
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if ( !_grounded && _controller.isGrounded )
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{
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Land();
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}
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_grounded = _controller.isGrounded;
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_powers.UpdatePowers( dt, _grounded );
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UpdateJump( dt );
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UpdateLook( dt );
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UpdateBlink( dt );
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UpdateGravity( dt );
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UpdateDrag( dt );
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UpdateMovement( dt );
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UpdateDebug();
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_controller.Move(
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new Vector3(
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_surfVelocity.x * dt + _overrideDelta.x,
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_yVelocity * dt,
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_surfVelocity.y * dt + _overrideDelta.y
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)
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);
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_graphics.rotation = Quaternion.Euler( 0f, _lookAngle * Mathf.Rad2Deg, 0f );
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}
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}
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