fixed camera system and brightened recipticles
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@ -4,6 +4,7 @@ using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Xml;
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using Unity.VisualScripting;
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using Unity.VisualScripting.FullSerializer;
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using UnityEngine;
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[RequireComponent(typeof(Collider))]
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@ -45,6 +46,9 @@ public class PlayerInteractionHandler : MonoBehaviour
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public bool isDead = false;
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//Check if button down
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private AxisIsDown fireDown = new AxisIsDown("Fire1");
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// Start is called before the first frame update
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void Start()
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{
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@ -76,16 +80,36 @@ public class PlayerInteractionHandler : MonoBehaviour
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index = -1;
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return false;
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}
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private void DropHeavy()
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{
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if (heavyInvent != null)
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{
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heavyInvent.transform.parent = null;
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heavyInvent.GetComponent<Rigidbody>().isKinematic = false;
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heavyInvent.EnableAll();
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heavyInvent = null;
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}
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}
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// Update is called once per frame
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void Update()
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{
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fireDown.Check();
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if (this.isDead)
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{
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DropHeavy();
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return;
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}
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if (manager.IsPaused||isDead)
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{
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return;
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}
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if(Input.GetButtonDown("Fire1"))
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if(Input.GetButtonDown("Fire1")||fireDown.IsDown())
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{
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if (this.GunEnabled)
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{
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@ -173,10 +197,7 @@ public class PlayerInteractionHandler : MonoBehaviour
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}
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else
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{
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heavyInvent.transform.parent = null;
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heavyInvent.GetComponent<Rigidbody>().isKinematic = false;
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heavyInvent.EnableAll();
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heavyInvent = null;
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this.DropHeavy();
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}
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@ -233,6 +254,7 @@ public class PlayerInteractionHandler : MonoBehaviour
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{
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}
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}
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public void EnableFlashlight()
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{
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@ -292,3 +314,41 @@ public class PlayerInteractionHandler : MonoBehaviour
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}
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}
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}
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class AxisIsDown
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{
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private string axisName;
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private bool isDown = false;
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private bool pIsDown = false;
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private float axis;
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private bool down = false;
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public void Check()
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{
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axis = Input.GetAxis(axisName);
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isDown = axis > 0.5f;
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if (isDown != pIsDown&&isDown)
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{
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down = true;
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}
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else
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{
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down = false;
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}
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pIsDown = isDown;
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}
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public bool IsDown()
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{
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return this.down;
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}
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public AxisIsDown(string axisName)
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{
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this.axisName = axisName;
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}
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}
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@ -69,9 +69,12 @@ public class PlayerMovementController : MonoBehaviour
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private void MovePlayer()
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{
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Vector3 movement = Vector3.zero;
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movement += transform.forward * Mathf.Abs(y) * Time.deltaTime * speed;//+(transform.right*x*Time.deltaTime*speed);
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//movement += transform.right * Mathf.Abs(x) * Time.deltaTime * sideSpeed;
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movement += transform.forward * Mathf.Abs(x) * Time.deltaTime * speed;
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//movement += transform.forward * Mathf.Abs(y) * Time.deltaTime * speed;//+(transform.right*x*Time.deltaTime*speed);
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movement += cam.transform.forward *y * Time.deltaTime * speed;
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//movement += transform.forward * Mathf.Abs(x) * Time.deltaTime * speed;
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movement += cam.transform.right * x * Time.deltaTime*speed;
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movement += Vector3.down * 9.8f;
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ccontroller.Move(movement);
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}
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