Added Animations. Changed inspector view for navpoints. A lot of fixes. Changed project structure.
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77
Assets/Scripts/Animators/Leonid Animator/InputHandler.cs
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77
Assets/Scripts/Animators/Leonid Animator/InputHandler.cs
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using CameraScripts;
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using UnityEngine;
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namespace Animators.Leonid_Animator
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{
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public class InputHandler : MonoBehaviour
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{
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public float horizontal;
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public float vertical;
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public float moveAmount;
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public float mouseX;
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public float mouseY;
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public bool crouchPressed;
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public bool jumpPressed;
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public bool firePressed;
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private ThirdPersonViewInput _inputActions;
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private Vector2 _movementInput;
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private Vector2 _cameraInput;
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private CameraHandler _cameraHandler;
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private void Awake()
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{
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_cameraHandler = CameraHandler.Singleton;
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if (_cameraHandler == null)
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Debug.LogError("Camera Handler not found");
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}
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private void Update()
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{
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_cameraHandler.TargetPosition(Time.deltaTime);
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_cameraHandler.HandleCameraRotation(Time.deltaTime, mouseX, mouseY);
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}
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private void OnEnable()
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{
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if (_inputActions is null)
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{
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_inputActions = new ThirdPersonViewInput();
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_inputActions.PlayerMovement.Movement.performed +=
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context => _movementInput = context.ReadValue<Vector2>();
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_inputActions.PlayerMovement.Camera.performed +=
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context => _cameraInput = context.ReadValue<Vector2>();
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_inputActions.PlayerActions.Crouch.performed +=
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context => crouchPressed = true;
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_inputActions.PlayerActions.Jump.performed +=
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context => jumpPressed = true;
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_inputActions.PlayerActions.Fire.performed +=
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context => firePressed = true;
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_inputActions.PlayerActions.Fire.canceled +=
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context => firePressed = false;
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}
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_inputActions.Enable();
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}
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private void OnDisable()
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{
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_inputActions.Disable();
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}
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public void TickInput(float delta)
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{
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MoveInput(delta);
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}
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private void MoveInput(float delta)
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{
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horizontal = _movementInput.x;
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vertical = _movementInput.y;
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moveAmount = Mathf.Clamp01(Mathf.Abs(horizontal) + Mathf.Abs(vertical));
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mouseX = _cameraInput.x;
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mouseY = _cameraInput.y;
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}
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}
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}
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