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@ -3,73 +3,73 @@ 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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#region Player
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public bool ViewXInverted;
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public bool ViewYInverted;
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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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[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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[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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[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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public bool ViewXInverted;
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public bool ViewYInverted;
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[Header("Speed Effectors")]
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public float SpeedEffector = 1;
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public float CrouchSpeedEffector;
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public float ProneSpeedEffector;
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public float FallingSpeedEffector;
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}
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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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[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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[Header("Movement - Running")]
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public float RunningForwardSpeed;
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public float RunningStrafeSpeed;
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#endregion
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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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#region - Weapons -
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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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[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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[Header("Speed Effectors")]
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public float SpeedEffector = 1;
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public float CrouchSpeedEffector;
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public float ProneSpeedEffector;
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public float FallingSpeedEffector;
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}
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#endregion
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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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