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https://github.com/ApfelTeeSaft/Slender.git
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Complete Upgrade
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@@ -0,0 +1,115 @@
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using System;
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using UnityEngine;
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[Serializable]
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[RequireComponent(typeof(CharacterController))]
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public class CameraRelativeControl : MonoBehaviour
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{
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public Joystick moveJoystick;
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public Joystick rotateJoystick;
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public Transform cameraPivot;
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public Transform cameraTransform;
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public float speed;
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public float jumpSpeed;
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public float inAirMultiplier;
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public Vector2 rotationSpeed;
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private Transform thisTransform;
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private CharacterController character;
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private Vector3 velocity;
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private bool canJump;
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public CameraRelativeControl()
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{
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speed = 5f;
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jumpSpeed = 8f;
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inAirMultiplier = 0.25f;
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rotationSpeed = new Vector2(50f, 25f);
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canJump = true;
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}
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public virtual void Start()
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{
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thisTransform = (Transform)GetComponent(typeof(Transform));
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character = (CharacterController)GetComponent(typeof(CharacterController));
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GameObject gameObject = GameObject.Find("PlayerSpawn");
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if ((bool)gameObject)
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{
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thisTransform.position = gameObject.transform.position;
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}
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}
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public virtual void FaceMovementDirection()
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{
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Vector3 vector = character.velocity;
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vector.y = 0f;
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if (!(vector.magnitude <= 0.1f))
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{
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thisTransform.forward = vector.normalized;
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}
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}
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public virtual void OnEndGame()
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{
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moveJoystick.Disable();
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rotateJoystick.Disable();
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enabled = false;
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}
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public virtual void Update()
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{
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Vector3 motion = cameraTransform.TransformDirection(new Vector3(moveJoystick.position.x, 0f, moveJoystick.position.y));
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motion.y = 0f;
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motion.Normalize();
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Vector2 vector = new Vector2(Mathf.Abs(moveJoystick.position.x), Mathf.Abs(moveJoystick.position.y));
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motion *= speed * ((vector.x <= vector.y) ? vector.y : vector.x);
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if (character.isGrounded)
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{
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if (!rotateJoystick.IsFingerDown())
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{
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canJump = true;
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}
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if (canJump && rotateJoystick.tapCount == 2)
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{
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velocity = character.velocity;
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velocity.y = jumpSpeed;
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canJump = false;
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}
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}
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else
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{
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velocity.y += Physics.gravity.y * Time.deltaTime;
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motion.x *= inAirMultiplier;
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motion.z *= inAirMultiplier;
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}
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motion += velocity;
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motion += Physics.gravity;
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motion *= Time.deltaTime;
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character.Move(motion);
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if (character.isGrounded)
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{
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velocity = Vector3.zero;
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}
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FaceMovementDirection();
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Vector2 position = rotateJoystick.position;
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position.x *= rotationSpeed.x;
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position.y *= rotationSpeed.y;
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position *= Time.deltaTime;
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cameraPivot.Rotate(0f, position.x, 0f, Space.World);
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cameraPivot.Rotate(position.y, 0f, 0f);
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}
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public virtual void Main()
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{
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}
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}
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