character update
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8
ldjam50/Assets/Scripts/Character.meta
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8
ldjam50/Assets/Scripts/Character.meta
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folderAsset: yes
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29
ldjam50/Assets/Scripts/Character/Character.cs
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ldjam50/Assets/Scripts/Character/Character.cs
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using System;
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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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public class Character : MonoBehaviour
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{
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[SerializeField] private CharacterData characterData;
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private Rigidbody2D rigidBody;
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[SerializeField] private GameObject characterSprite;
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private Animator animator;
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private static readonly int IsRun = Animator.StringToHash("IsRun");
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public void Start()
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{
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rigidBody = GetComponent<Rigidbody2D>();
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animator = characterSprite.GetComponent<Animator>();
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}
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public void Update()
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{
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var horInput = Input.GetAxis("Horizontal");
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var verInput = Input.GetAxis("Vertical");
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rigidBody.velocity = new Vector2(horInput , verInput) * characterData.moveSpeedMultiplier;
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characterSprite.transform.localScale = new Vector3(horInput > 0 ? 1 : -1, 1, 1);
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animator.SetBool(IsRun, Mathf.Abs(horInput) > 0 || Mathf.Abs(verInput) > 0);
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}
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}
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11
ldjam50/Assets/Scripts/Character/Character.cs.meta
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ldjam50/Assets/Scripts/Character/Character.cs.meta
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27
ldjam50/Assets/Scripts/Character/CharacterData.asset
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ldjam50/Assets/Scripts/Character/CharacterData.asset
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 65ab2b639f4ff314a962ad5a94ab058a, type: 3}
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m_Name: CharacterData
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m_EditorClassIdentifier:
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shootableObject: {fileID: 0}
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staticShootable: {fileID: 0}
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meleeWeapon: {fileID: 0}
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moveSpeedMultiplier: 2
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crouchSpeed: 50
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crouchColliderHeight: 1
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normalColliderHeight: 2
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rotationSpeed: 60
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crouchRotationSpeed: 30
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jumpForce: 10
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diveForce: 30
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bulletInitialSpeed: 10
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diveCooldownTimer: 0.25
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fileFormatVersion: 2
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@ -29,6 +29,7 @@
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*/
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*/
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Serialization;
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[CreateAssetMenu(fileName = "CharacterData", menuName = "Game Data/Character Data")]
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[CreateAssetMenu(fileName = "CharacterData", menuName = "Game Data/Character Data")]
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public class CharacterData : ScriptableObject
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public class CharacterData : ScriptableObject
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@ -36,7 +37,8 @@ public class CharacterData : ScriptableObject
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public GameObject shootableObject;
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public GameObject shootableObject;
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public GameObject staticShootable;
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public GameObject staticShootable;
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public GameObject meleeWeapon;
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public GameObject meleeWeapon;
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public float movementSpeed = 150f;
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[Range(1f,5f)]
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public float moveSpeedMultiplier = 1f;
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public float crouchSpeed = 50f;
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public float crouchSpeed = 50f;
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public float crouchColliderHeight = 1f;
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public float crouchColliderHeight = 1f;
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public float normalColliderHeight = 2f;
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public float normalColliderHeight = 2f;
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@ -5,9 +5,9 @@
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI;
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public class Character : MonoBehaviour
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public class Character_obsolete : MonoBehaviour
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{
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{
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[SerializeField] private Gameplay _gameplay;
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//[SerializeField] private Gameplay _gameplay;
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[SerializeField] private float health;
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[SerializeField] private float health;
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[SerializeField] private float damage;
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[SerializeField] private float damage;
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[SerializeField] private float moveSpeed;
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[SerializeField] private float moveSpeed;
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@ -84,6 +84,7 @@ public void ApplyDamage(float damage)
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{
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{
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health -= damage;
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health -= damage;
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}
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}
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/*
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public float GetHealth()
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public float GetHealth()
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{
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{
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return health;
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return health;
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@ -99,5 +100,5 @@ public void SetHealth(float newHealth)
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public void SetDamage(float newDamage)
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public void SetDamage(float newDamage)
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{
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{
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damage = newDamage;
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damage = newDamage;
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}
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}*/
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}
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}
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