fixed player in bot fights and their scaled time features (player not time scaled). Now player can join to fights for justice.
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@ -1,5 +1,4 @@
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using System;
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using UnityEngine;
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using UnityEngine;
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namespace Animators.Leonid_Animator.Player
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{
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@ -40,7 +39,7 @@ namespace Animators.Leonid_Animator.Player
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private void Update()
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{
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var deltaTime = Time.deltaTime;
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var deltaTime = Time.unscaledDeltaTime;
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_inputHandler.TickInput(deltaTime);
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_moveDirection = _cameraObject.forward * _inputHandler.vertical
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+ _cameraObject.right * _inputHandler.horizontal;
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@ -66,7 +65,7 @@ namespace Animators.Leonid_Animator.Player
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var velocity = myRigidbody.velocity;
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myRigidbody.AddForce(_inputHandler.jumpPressed ?
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new Vector3(0, jumpForce, 0)
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: new Vector3(velocity.x*100, -50, velocity.z * 100));
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: new Vector3(velocity.x*200, -50, velocity.z * 200));
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}
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private void LateUpdate()
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@ -95,7 +94,6 @@ namespace Animators.Leonid_Animator.Player
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if (Mathf.Abs(_inputHandler.horizontal) + Mathf.Abs(_inputHandler.vertical) < 0.1)
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return;
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var moveAmount = _inputHandler.moveAmount;
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var targetDir = _cameraObject.forward * _inputHandler.vertical
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+ _cameraObject.right * _inputHandler.horizontal;
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targetDir.Normalize();
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@ -103,8 +101,6 @@ namespace Animators.Leonid_Animator.Player
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if (targetDir == Vector3.zero)
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targetDir = myTransform.forward;
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var rotSpeed = rotationSpeed;
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var rotation = Quaternion.LookRotation(targetDir);
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var targetRotation = Quaternion.Slerp(myTransform.rotation, rotation, rotationSpeed * delta);
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myTransform.rotation = targetRotation;
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