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89
Assets/Scripts/Character/scr_Models.cs
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89
Assets/Scripts/Character/scr_Models.cs
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// using System;
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// using UnityEngine;
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// public static class scr_Models
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// {
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// #region Player
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// public enum PlayerStance
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// {
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// Stand,
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// Crouch,
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// Prone
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// }
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// [Serializable]
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// public class PlayerSettingsModel
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// {
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// [Header("View Settings")]
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// public float ViewXSensetivity;
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// public float ViewYSensetivity;
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// public bool ViewXInverted;
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// public bool ViewYInverted;
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// [Header("Movement Settings")]
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// public bool SprintingHold;
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// public float MovementSmoothing;
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// [Header("Movement - Running")]
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// public float RunningForwardSpeed;
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// public float RunningStrafeSpeed;
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// [Header("Movement - Walking")]
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// public float WalkingForwardSpeed;
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// public float WalkingBackwardSpeed;
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// public float WalkingStrafeSpeed;
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// [Header("Jumping")]
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// public float JumpingHeight;
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// public float JumpingFalloff;
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// public float FallingSmoothing;
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// }
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// [Serializable]
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// public class WeaponSettingsModel
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// {
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// [Header("Weapon Sway")]
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// public float SwayAmount;
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// public bool SwayYInverted;
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// public bool SwayXInverted;
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// public float SwaySmoothing;
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// public float SwayResetSmoothing;
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// public float SwayClampX;
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// public float SwayClampY;
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// [Header("Weapon Movement Sway")]
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// public float MovementSwayX;
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// public float MovementSwayY;
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// public bool MovementSwayYInverted;
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// public bool MovementSwayXInverted;
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// public float MovementSwaySmoothing;
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// }
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// [Serializable]
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// public class CharacterStance
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// {
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// public float CameraHeight;
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// public CapsuleCollider StanceCollider;
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// }
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// #endregion
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// #region - Weapons -
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// [Serializable]
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// public class WeaponSettingsModel
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// {
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// [Header("Sway")]
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// public float SwayAmount;
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// public bool SwayYInverted;
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// public bool SwayXInverted;
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// public float SwaySmoothing;
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// public float SwayResetSmoothing;
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// public float SwayClampX;
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// public float SwayClampY;
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// }
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// #endregion
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// }
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