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using Cinemachine;
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using UnityEngine;
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namespace Player
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{
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public class PlayerComponent : MonoBehaviour
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{
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[SerializeField] private float health = 5f;
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[SerializeField] private float maxHealth = 5f;
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[SerializeField] private float stamina = 20f;
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[SerializeField] private float maxStamina = 20f;
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[SerializeField] private NoiseVisibilitySettingsManager noiseManager;
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[SerializeField] private PlayerMovementController movementController;
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[SerializeField] private PlayerAnimationController animationController;
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[HideInInspector] public FlareRegister flareRegister;
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[SerializeField] private CinemachineFreeLook cameraFreeLook;
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[SerializeField] private float knockbackDuration = 1f;
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[SerializeField] private float knockbackDistance = 5f;
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[SerializeField] private StatsOutputScreen statsOutput;
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private CinemachineBasicMultiChannelPerlin perlin;
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private float shakeTimer;
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public NoiseVisibilitySettingsManager NoiseManager => noiseManager;
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public PlayerMovementController MovementController => movementController;
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[HideInInspector] public bool IsAlive => health > 0;
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private void Awake()
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{
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flareRegister = FindObjectOfType<FlareRegister>();
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}
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// Start is called before the first frame update
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private void Start()
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{
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perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
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}
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// Update is called once per frame
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private void Update()
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{
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NoiseManager.SetRunning(MovementController.IsRunning);
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statsOutput.health = health;
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statsOutput.stamina = 20f;
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statsOutput.oxygen = 100f;
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if (shakeTimer > 0)
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{
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shakeTimer -= Time.deltaTime;
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// perlin.m_AmplitudeGain = 0;
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perlin.m_AmplitudeGain = Mathf.Lerp(perlin.m_AmplitudeGain, 0, .1f);
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if (shakeTimer <= 0f) perlin.m_AmplitudeGain = 0;
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}
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if (!IsAlive)
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{
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PlayerInteractionHandler.instance.isDead = true;
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movementController.isDead = true;
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("Damaging"))
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{
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print("HIT!");
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var monster = other.GetComponentInParent<Enemy.MonsterComponent>();
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Damage(monster.AttackDamage, monster.ShakeCameraOnHit);
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animationController.Hit(health <= 0);
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movementController.PhysicalForceMove((transform.position - monster.transform.position) * knockbackDistance);
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movementController.LockMovement(knockbackDuration);
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}
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}
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public void ShakeCamera(float intensity, float time)
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{
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var perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
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perlin.m_AmplitudeGain = intensity;
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shakeTimer = time;
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}
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public void SetSensitivity(float magnitude)
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{
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movementController.SetSensitivity(magnitude);
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}
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public void Damage(float damage, bool applyShake = false)
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{
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health -= damage;
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if (applyShake) ShakeCamera(15, 5);
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}
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}
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}
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