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8
Assets/Scripts/Player/LobbyPlayer.meta
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8
Assets/Scripts/Player/LobbyPlayer.meta
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fileFormatVersion: 2
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guid: 9b6514adc0f89c7449476a228cc73b3f
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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25
Assets/Scripts/Player/LobbyPlayer/LobbyPlayerComponent.cs
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25
Assets/Scripts/Player/LobbyPlayer/LobbyPlayerComponent.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Player
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{
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public class LobbyPlayerComponent : MonoBehaviour
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{
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[SerializeField]
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private Animator anim;
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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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anim.SetBool("IsRunning", false);
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anim.SetFloat("RunningSpeed", 0);
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anim.Play("CryopodIdle");
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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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}
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}
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}
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fileFormatVersion: 2
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guid: f67362ec8cfc5994da72072fd900eeba
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -18,7 +18,7 @@ namespace Player
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[SerializeField] private PlayerAnimationController animationController;
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[HideInInspector] public FlareRegister flareRegister;
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[HideInInspector] public Item.FlareRegister flareRegister;
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[SerializeField] private CinemachineFreeLook cameraFreeLook;
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@ -33,18 +33,21 @@ namespace Player
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public NoiseVisibilitySettingsManager NoiseManager => noiseManager;
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public PlayerMovementController MovementController => movementController;
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[SerializeField]
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private Scriptable.GameSettings settings;
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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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flareRegister = FindObjectOfType<Item.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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settings.OnValueChange.AddListener(OnSettingChange);
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}
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// Update is called once per frame
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@ -92,7 +95,13 @@ namespace Player
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perlin.m_AmplitudeGain = intensity;
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shakeTimer = time;
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}
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public void OnSettingChange(Scriptable.GameSettings.SettingModification mod, float value)
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{
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if(mod == Scriptable.GameSettings.SettingModification.Sensitivity)
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{
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SetSensitivity(value);
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}
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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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@ -4,7 +4,6 @@ using UnityEngine;
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namespace Player
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{
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[RequireComponent(typeof(Collider))]
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public class PlayerInteractionHandler : MonoBehaviour
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{
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@ -20,7 +19,7 @@ public class PlayerInteractionHandler : MonoBehaviour
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[SerializeField] private bool useItemSelector = true;
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[SerializeField] private PistolComponent pistol;
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[SerializeField] private Item.PistolComponent pistol;
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[SerializeField] private NoiseVisibilitySettingsManager noiseManager;
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@ -32,18 +31,18 @@ public class PlayerInteractionHandler : MonoBehaviour
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private readonly AxisIsDown fireDown = new("Fire1");
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private bool flashlightEnabled = true;
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private HeavyInteractableItem heavyInvent;
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private readonly List<HeavyInteractableItem> heavyItemsInRange = new();
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private Item.HeavyInteractableItem heavyInvent;
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private readonly List<Item.HeavyInteractableItem> heavyItemsInRange = new();
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private Color initColor;
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private Inventory invent;
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private Item.Inventory invent;
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private ItemSelector itemSelector;
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private readonly List<InteractableItem> itemsInRange = new();
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private Game.InGameManager manager;
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private Item.ItemSelector itemSelector;
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private readonly List<Item.InteractableItem> itemsInRange = new();
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[SerializeField]
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private Scriptable.GameState manager;
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private Material selMaterial;
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private TempInventory tempInvent;
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public Inventory Inventory => invent;
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private Item.TempInventory tempInvent;
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public Item.Inventory Inventory => invent;
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public bool IsCarrying => heavyInvent != null;
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public bool GunEnabled { get; private set; }
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@ -53,16 +52,16 @@ public class PlayerInteractionHandler : MonoBehaviour
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private void Start()
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{
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instance = this;
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invent = transform.parent.GetComponent<Inventory>();
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invent = transform.parent.GetComponent<Item.Inventory>();
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//TEMP FIELD
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tempInvent = transform.parent.GetComponent<TempInventory>();
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tempInvent = transform.parent.GetComponent<Item.TempInventory>();
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initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor");
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selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex];
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itemSelector = ItemSelector.instance;
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itemSelector = Item.ItemSelector.instance;
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pistol.gameObject.SetActive(GunEnabled);
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flashlightEnabled = flashlight.gameObject.activeSelf;
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manager = FindObjectOfType<Game.InGameManager>();
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}
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// Update is called once per frame
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@ -126,7 +125,7 @@ public class PlayerInteractionHandler : MonoBehaviour
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{
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if (!item.Interact(ref invent, ref heavyInvent))
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item.Interact();
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else if (item is HeavyItemReceiver)
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else if (item is Item.HeavyItemReceiver)
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if (heavyInvent != null)
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{
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heavyInvent.transform.parent = carryingPos;
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@ -146,7 +145,7 @@ public class PlayerInteractionHandler : MonoBehaviour
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int refIndex;
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if (itemsInRange.Count > 0 && receiverInRange(out refIndex))
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{
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((HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref invent, ref heavyInvent);
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((Item.HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref invent, ref heavyInvent);
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heavyInvent = null;
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}
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else
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@ -191,9 +190,9 @@ public class PlayerInteractionHandler : MonoBehaviour
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var aimAxis = Input.GetAxis("Aim");
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if (aimAxis > 0.5f)
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pistol.aimMode = PistolComponent.AimMode.CAMERA;
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pistol.aimMode = Item.PistolComponent.AimMode.CAMERA;
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else
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pistol.aimMode = PistolComponent.AimMode.MODIFIED;
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pistol.aimMode = Item.PistolComponent.AimMode.MODIFIED;
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}
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shift.SetCenter(!GunEnabled);
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@ -202,37 +201,37 @@ public class PlayerInteractionHandler : MonoBehaviour
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.GetComponent<InteractableItem>() != null)
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if (other.gameObject.GetComponent<Item.InteractableItem>() != null)
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{
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var item = other.gameObject.GetComponent<InteractableItem>();
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if (item is InteractableItem && item is not HeavyInteractableItem)
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var item = other.gameObject.GetComponent<Item.InteractableItem>();
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if (item is Item.InteractableItem && item is not Item.HeavyInteractableItem)
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{
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item.Enable();
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itemsInRange.Add(item);
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}
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else if (item is HeavyInteractableItem)
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else if (item is Item.HeavyInteractableItem)
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{
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((HeavyInteractableItem)item).Enable();
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heavyItemsInRange.Add((HeavyInteractableItem)item);
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((Item.HeavyInteractableItem)item).Enable();
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heavyItemsInRange.Add((Item.HeavyInteractableItem)item);
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}
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.gameObject.GetComponent<InteractableItem>() != null)
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if (other.gameObject.GetComponent<Item.InteractableItem>() != null)
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{
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var item = other.gameObject.GetComponent<InteractableItem>();
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if (item is InteractableItem && item is not HeavyInteractableItem)
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var item = other.gameObject.GetComponent<Item.InteractableItem>();
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if (item is Item.InteractableItem && item is not Item.HeavyInteractableItem)
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{
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item.Disable();
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itemsInRange.Remove(item);
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}
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else if (item is HeavyInteractableItem)
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else if (item is Item.HeavyInteractableItem)
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{
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((HeavyInteractableItem)item).Disable();
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((Item.HeavyInteractableItem)item).Disable();
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//itemsInRange.Remove((HeavyInteractableItem)(item));
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heavyItemsInRange.Remove((HeavyInteractableItem)item);
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heavyItemsInRange.Remove((Item.HeavyInteractableItem)item);
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}
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}
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}
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@ -242,7 +241,7 @@ public class PlayerInteractionHandler : MonoBehaviour
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var i = 0;
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foreach (var item in itemsInRange)
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{
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if (item is HeavyItemReceiver)
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if (item is Item.HeavyItemReceiver)
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{
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index = i;
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return true;
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@ -44,8 +44,9 @@ namespace Player
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private Vector3 lookingDirectionVector;
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private Game.InGameManager manager;
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[SerializeField]
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private Scriptable.GameState manager;
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private bool movementLocked;
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@ -61,9 +62,10 @@ namespace Player
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private void Start()
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{
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ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>();
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manager = FindObjectOfType<Game.InGameManager>();
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initXSensitivity = freelook.m_XAxis.m_MaxSpeed;
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initYSensitivity = freelook.m_YAxis.m_MaxSpeed;
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}
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// Update is called once per frame
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@ -103,6 +105,10 @@ namespace Player
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IsRunning = Mathf.Abs(y) > 0.1f || Mathf.Abs(x) > 0.1f;
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}
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/// <summary>
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/// Gets called by PlayerComponent to change sensitivity.
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/// </summary>
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/// <param name="sensitivity"></param>
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public void SetSensitivity(float sensitivity)
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{
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freelook.m_XAxis.m_MaxSpeed = initXSensitivity * sensitivity;
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