260 lines
9.3 KiB
C#
260 lines
9.3 KiB
C#
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using System;
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using UnityEngine;
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using UnityStandardAssets.CrossPlatformInput;
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using UnityStandardAssets.Utility;
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using Random = UnityEngine.Random;
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namespace UnityStandardAssets.Characters.FirstPerson
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{
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[RequireComponent(typeof (CharacterController))]
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[RequireComponent(typeof (AudioSource))]
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public class FirstPersonController : MonoBehaviour
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{
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[SerializeField] private bool m_IsWalking;
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[SerializeField] private float m_WalkSpeed;
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[SerializeField] private float m_RunSpeed;
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[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
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[SerializeField] private float m_JumpSpeed;
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[SerializeField] private float m_StickToGroundForce;
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[SerializeField] private float m_GravityMultiplier;
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[SerializeField] private MouseLook m_MouseLook;
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[SerializeField] private bool m_UseFovKick;
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[SerializeField] private FOVKick m_FovKick = new FOVKick();
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[SerializeField] private bool m_UseHeadBob;
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[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
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[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
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[SerializeField] private float m_StepInterval;
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[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
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[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
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[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
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private Camera m_Camera;
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private bool m_Jump;
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private float m_YRotation;
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private Vector2 m_Input;
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private Vector3 m_MoveDir = Vector3.zero;
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private CharacterController m_CharacterController;
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private CollisionFlags m_CollisionFlags;
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private bool m_PreviouslyGrounded;
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private Vector3 m_OriginalCameraPosition;
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private float m_StepCycle;
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private float m_NextStep;
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private bool m_Jumping;
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private AudioSource m_AudioSource;
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// Use this for initialization
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private void Start()
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{
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m_CharacterController = GetComponent<CharacterController>();
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m_Camera = Camera.main;
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m_OriginalCameraPosition = m_Camera.transform.localPosition;
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m_FovKick.Setup(m_Camera);
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m_HeadBob.Setup(m_Camera, m_StepInterval);
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m_StepCycle = 0f;
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m_NextStep = m_StepCycle/2f;
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m_Jumping = false;
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m_AudioSource = GetComponent<AudioSource>();
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m_MouseLook.Init(transform , m_Camera.transform);
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}
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// Update is called once per frame
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private void Update()
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{
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RotateView();
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// the jump state needs to read here to make sure it is not missed
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if (!m_Jump)
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{
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m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
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}
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if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
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{
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StartCoroutine(m_JumpBob.DoBobCycle());
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PlayLandingSound();
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m_MoveDir.y = 0f;
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m_Jumping = false;
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}
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if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
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{
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m_MoveDir.y = 0f;
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}
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m_PreviouslyGrounded = m_CharacterController.isGrounded;
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}
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private void PlayLandingSound()
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{
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m_AudioSource.clip = m_LandSound;
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m_AudioSource.Play();
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m_NextStep = m_StepCycle + .5f;
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}
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private void FixedUpdate()
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{
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float speed;
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GetInput(out speed);
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// always move along the camera forward as it is the direction that it being aimed at
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Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
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// get a normal for the surface that is being touched to move along it
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RaycastHit hitInfo;
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Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
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m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);
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desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
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m_MoveDir.x = desiredMove.x*speed;
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m_MoveDir.z = desiredMove.z*speed;
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if (m_CharacterController.isGrounded)
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{
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m_MoveDir.y = -m_StickToGroundForce;
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if (m_Jump)
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{
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m_MoveDir.y = m_JumpSpeed;
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PlayJumpSound();
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m_Jump = false;
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m_Jumping = true;
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}
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}
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else
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{
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m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
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}
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m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
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ProgressStepCycle(speed);
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UpdateCameraPosition(speed);
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m_MouseLook.UpdateCursorLock();
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}
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private void PlayJumpSound()
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{
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m_AudioSource.clip = m_JumpSound;
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m_AudioSource.Play();
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}
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private void ProgressStepCycle(float speed)
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{
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if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
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{
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m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
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Time.fixedDeltaTime;
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}
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if (!(m_StepCycle > m_NextStep))
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{
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return;
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}
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m_NextStep = m_StepCycle + m_StepInterval;
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PlayFootStepAudio();
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}
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private void PlayFootStepAudio()
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{
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if (!m_CharacterController.isGrounded)
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{
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return;
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}
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// pick & play a random footstep sound from the array,
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// excluding sound at index 0
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int n = Random.Range(1, m_FootstepSounds.Length);
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m_AudioSource.clip = m_FootstepSounds[n];
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m_AudioSource.PlayOneShot(m_AudioSource.clip);
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// move picked sound to index 0 so it's not picked next time
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m_FootstepSounds[n] = m_FootstepSounds[0];
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m_FootstepSounds[0] = m_AudioSource.clip;
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}
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private void UpdateCameraPosition(float speed)
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{
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Vector3 newCameraPosition;
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if (!m_UseHeadBob)
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{
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return;
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}
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if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
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{
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m_Camera.transform.localPosition =
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m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
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(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
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newCameraPosition = m_Camera.transform.localPosition;
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newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
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}
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else
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{
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newCameraPosition = m_Camera.transform.localPosition;
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newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
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}
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m_Camera.transform.localPosition = newCameraPosition;
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}
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private void GetInput(out float speed)
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{
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// Read input
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float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
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float vertical = CrossPlatformInputManager.GetAxis("Vertical");
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bool waswalking = m_IsWalking;
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#if !MOBILE_INPUT
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// On standalone builds, walk/run speed is modified by a key press.
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// keep track of whether or not the character is walking or running
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m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
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#endif
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// set the desired speed to be walking or running
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speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
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m_Input = new Vector2(horizontal, vertical);
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// normalize input if it exceeds 1 in combined length:
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if (m_Input.sqrMagnitude > 1)
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{
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m_Input.Normalize();
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}
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// handle speed change to give an fov kick
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// only if the player is going to a run, is running and the fovkick is to be used
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if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
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{
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StopAllCoroutines();
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StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
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}
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}
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private void RotateView()
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{
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m_MouseLook.LookRotation (transform, m_Camera.transform);
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}
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private void OnControllerColliderHit(ControllerColliderHit hit)
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{
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Rigidbody body = hit.collider.attachedRigidbody;
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//dont move the rigidbody if the character is on top of it
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if (m_CollisionFlags == CollisionFlags.Below)
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{
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return;
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}
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if (body == null || body.isKinematic)
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{
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return;
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}
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body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
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}
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}
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}
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