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								using Extensions;
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								using UnityEngine;
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								using NaughtyAttributes;
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								public class PlayerController : MonoBehaviour
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								{
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								    [Header("Config")]
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								    [SerializeField]
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								    [Expandable]
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								    private PlayerMovementSettings _movementSettings;
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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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								    private CharacterController _controller;
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								    [SerializeField]
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								    private PlayerAnimationController _animController;
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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);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        switch ( _jumpState )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case JumpState.None:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                if ( CanJump )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    if ( _inputHandler.InputState.Jump.GetDown() )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        _grounded = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        _jumpState = JumpState.Jump;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        _yVelocity = Mathf.Sqrt( 2f * _movementSettings.JumpHeight * _movementSettings.UpGravity );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        // always make sure we can blink once per jump
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        _powers.Blink.Reset();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    _jumpState = JumpState.Jump;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case JumpState.Jump:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                if ( _powers.Boost.CanConsume && _inputHandler.InputState.Jump.GetDown( consume: false ) )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    _powers.Boost.Consume();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    _boostTime = 0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    _jumpState = JumpState.Boost;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    if ( _yVelocity < _movementSettings.MinBoostVelocity )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        _yVelocity = _movementSettings.MinBoostVelocity;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case JumpState.Boost:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                if ( _inputHandler.InputState.Jump.GetRawValue() )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    _yVelocity += _movementSettings.BoostForce * dt;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    _boostTime += dt;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    if ( _boostTime > _movementSettings.BoostTime )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        _jumpState = JumpState.Exhausted;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            default:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    private void UpdateGravity( float dt )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if ( _grounded )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            _yVelocity = _movementSettings.GroundedYVelocity;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            _jumpState = JumpState.None;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            if ( _yVelocity > 0f && _jumpState == JumpState.Jump )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                _yVelocity -= ( _movementSettings.UpGravity * dt );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                _yVelocity -= ( _movementSettings.DownGravity * dt );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    private void UpdateDrag( float dt )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        Vector2 drag = -_surfVelocity;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        float coefficient
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            = _grounded
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                ? ( Still
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    ? _movementSettings.StillDragCoefficient
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    : _movementSettings.DragCoefficient )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                : ( _jumpState == JumpState.Boost
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    ? _movementSettings.BoostDragCoefficient
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    : _movementSettings.AirDragCoefficient );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        _surfVelocity += drag * (dt * coefficient);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    private void UpdateMovement( float dt )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        Vector2 moveVector = _inputHandler.InputState.Move.Value;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        _surfVelocity += moveVector * (_movementSettings.BaseMovementForce * dt);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    private void UpdateDebug()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        Color debugColor = GetDebugColor();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for ( int i = 0; i < _renderers.Length; ++i )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            _renderers[ i ].material.color = debugColor;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2021-03-23 11:48:43 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    private void UpdateAnims()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        var animParams = new PlayerAnimationController.AnimationParams();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        animParams.IsWalking = _controller.velocity.sqrMagnitude > 0.01f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        animParams.InJumpState = _jumpState != JumpState.None;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        animParams.InBoostState = _jumpState == JumpState.Boost || _jumpState == JumpState.Exhausted;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        _animController.ProcessAnimUpdate( animParams );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2021-01-27 11:27:56 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    private void FixedUpdate()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							
								
									
										
										
										
											2021-02-15 18:09:32 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								        float dt = Time.fixedDeltaTime;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        _overrideDelta = Vector2.zero;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if ( !_grounded && _controller.isGrounded )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            Land();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        _grounded = _controller.isGrounded;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        _powers.UpdatePowers( dt, _grounded );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        UpdateJump( dt );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        UpdateLook( dt );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        UpdateBlink( dt );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        UpdateGravity( dt );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        UpdateDrag( dt );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        UpdateMovement( dt );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        UpdateDebug();
							 | 
						
					
						
							
								
									
										
										
										
											2021-03-23 11:48:43 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								        UpdateAnims();
							 | 
						
					
						
							
								
									
										
										
										
											2021-02-15 18:09:32 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        _controller.Move( 
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            new Vector3(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                _surfVelocity.x * dt + _overrideDelta.x, 
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                _yVelocity * dt, 
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                _surfVelocity.y * dt + _overrideDelta.y
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            ) 
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        );
							 | 
						
					
						
							
								
									
										
										
										
											2021-01-27 11:27:56 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        
							 | 
						
					
						
							
								
									
										
										
										
											2021-02-15 18:09:32 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								        _graphics.rotation = Quaternion.Euler( 0f, _lookAngle * Mathf.Rad2Deg, 0f );
							 | 
						
					
						
							
								
									
										
										
										
											2021-01-27 11:27:56 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |