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This commit is contained in:
205
Assets/_Content/Scripts/Characters/CharacterAnimator.cs
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205
Assets/_Content/Scripts/Characters/CharacterAnimator.cs
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using UnityEngine;
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namespace Arena.Characters
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{
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/// <summary>
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/// Animates a character from the movement of its transform and from the calls of its owner (Player).
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/// Placed on the character root. Only sets parameters: the states, transitions and their durations
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/// are set in the Animator Controller.
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/// Floats Forward and Right: speed in the character space, divided by the walk speed (locomotion blend tree).
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/// Bools IsGrounded, IsRunning, IsStunned. Triggers Jump, Dash, Die, Win, Lose.
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/// </summary>
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public class CharacterAnimator : MonoBehaviour
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{
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[System.Serializable]
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private class Settings
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{
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[Tooltip("Speed that plays the walk animations at full blend, in km/h.")]
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[Min(0.1f)] public float WalkSpeed = 10f;
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[Tooltip("Smoothing of the Forward and Right parameters, in seconds.")]
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[Min(0f)] public float Damping = 0.1f;
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[Tooltip("Speed below which a running character is not shown running, in km/h.")]
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[Min(0f)] public float RunMinSpeed = 2f;
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}
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[System.Serializable]
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private struct References
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{
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public Animator Animator;
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}
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[System.Serializable]
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public class StateContainer
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{
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public bool IsGrounded = true;
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public bool IsRunning;
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public bool IsStunned;
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public bool IsFinal;
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[Tooltip("Speed in the character space, divided by the walk speed. x: right, y: forward.")]
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public Vector2 Locomotion;
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}
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#region FIELDS
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const float KMH_TO_MS = 1 / 3.6f;
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// Parameters, named as in the Animator Controller
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private static readonly int ForwardParameter = Animator.StringToHash("Forward");
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private static readonly int RightParameter = Animator.StringToHash("Right");
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private static readonly int IsGroundedParameter = Animator.StringToHash("IsGrounded");
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private static readonly int IsRunningParameter = Animator.StringToHash("IsRunning");
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private static readonly int IsStunnedParameter = Animator.StringToHash("IsStunned");
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private static readonly int JumpTrigger = Animator.StringToHash("Jump");
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private static readonly int DashTrigger = Animator.StringToHash("Dash");
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private static readonly int DieTrigger = Animator.StringToHash("Die");
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private static readonly int WinTrigger = Animator.StringToHash("Win");
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private static readonly int LoseTrigger = Animator.StringToHash("Lose");
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[SerializeField] private Settings _settings;
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[SerializeField] private References _references;
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[SerializeField] private StateContainer _state;
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public StateContainer State => _state;
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private Vector3 _lastPosition;
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private float _speed;
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private float _stunEndTime;
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#endregion
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#region UNITY LIFECYCLES
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void Awake()
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{
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_lastPosition = transform.position;
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_references.Animator.SetBool(IsGroundedParameter, _state.IsGrounded);
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}
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void Update()
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{
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float t = Time.deltaTime;
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// A paused game (time scale at 0) gives no speed to measure
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if (t > 0f)
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UpdateLocomotion(t);
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if (_state.IsStunned && Time.time >= _stunEndTime)
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SetStunned(false);
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_references.Animator.SetBool(IsRunningParameter, _state.IsRunning && _speed >= _settings.RunMinSpeed * KMH_TO_MS);
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}
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#endregion
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#region PUBLIC METHODS
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/// <summary>
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/// Tells whether the character stands on the ground. Called by the owner when it changes.
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/// </summary>
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public void SetGrounded(bool isGrounded)
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{
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_state.IsGrounded = isGrounded;
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_references.Animator.SetBool(IsGroundedParameter, isGrounded);
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}
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/// <summary>
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/// Tells whether the character is running. Called by the owner when it changes.
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/// IsRunning is true in the Animator only while the character also moves.
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/// </summary>
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public void SetRunning(bool isRunning)
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{
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_state.IsRunning = isRunning;
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}
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public void Jump()
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{
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SetTrigger(JumpTrigger);
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}
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public void Dash()
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{
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SetTrigger(DashTrigger);
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}
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/// <summary>
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/// Sets IsStunned for a duration, in seconds.
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/// </summary>
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public void Stun(float duration)
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{
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if (_state.IsFinal)
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return;
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_stunEndTime = Time.time + duration;
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SetStunned(true);
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}
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public void Die()
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{
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SetFinalTrigger(DieTrigger);
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}
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public void Win()
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{
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SetFinalTrigger(WinTrigger);
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}
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public void Lose()
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{
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SetFinalTrigger(LoseTrigger);
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}
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#endregion
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#region PRIVATE METHODS
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private void UpdateLocomotion(float t)
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{
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Vector3 position = transform.position;
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Vector3 velocity = (position - _lastPosition) / t;
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_lastPosition = position;
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velocity.y = 0f;
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_speed = velocity.magnitude;
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// Speed in the character space, so that a sideways move plays walkRight
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Vector3 localVelocity = transform.InverseTransformDirection(velocity);
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Vector2 locomotion = new Vector2(localVelocity.x, localVelocity.z) / (_settings.WalkSpeed * KMH_TO_MS);
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_state.Locomotion = Vector2.ClampMagnitude(locomotion, 1f);
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_references.Animator.SetFloat(ForwardParameter, _state.Locomotion.y, _settings.Damping, t);
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_references.Animator.SetFloat(RightParameter, _state.Locomotion.x, _settings.Damping, t);
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}
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private void SetStunned(bool isStunned)
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{
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_state.IsStunned = isStunned;
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_references.Animator.SetBool(IsStunnedParameter, isStunned);
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}
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private void SetTrigger(int trigger)
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{
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if (_state.IsFinal || _state.IsStunned)
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return;
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_references.Animator.SetTrigger(trigger);
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}
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private void SetFinalTrigger(int trigger)
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{
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if (_state.IsFinal)
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return;
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_state.IsFinal = true;
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SetStunned(false);
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// Win and lose are played while the game is paused (time scale at 0)
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_references.Animator.updateMode = AnimatorUpdateMode.UnscaledTime;
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_references.Animator.SetTrigger(trigger);
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}
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#endregion
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: bab6a0f29562e1147b9630b053b4017e
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@@ -1,276 +1,454 @@
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using Arena.Combat;
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using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Arena.Combat;
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namespace Arena.Characters
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{
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public class Player : MonoBehaviour, IDamageable
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{
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[System.Serializable]
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public class Settings
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{
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[Tooltip("Movement speed, in km/h.")]
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[Min(0f)] public float Speed = 5f;
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}
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public class Player : MonoBehaviour, IDamageable
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{
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[System.Serializable]
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private class Settings
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{
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[Tooltip("Movement speed, in km/h.")]
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public float Speed = 10;
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[System.Serializable]
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public struct References
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{
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public CharacterController Controller;
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public ProjectileLauncher Launcher;
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public InputActionReference MoveAction;
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public InputActionReference LookAction;
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public InputActionReference AttackAction;
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public InputActionReference InteractAction;
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}
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[Tooltip("Smoothing of the orientation, in seconds. 0: the player turns instantly.")]
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[Min(0f)] public float RotationDamping = 0.08f;
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[System.Serializable]
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public class StateContainer
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{
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public bool IsMoving;
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}
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[Tooltip("Speed while the sprint action is held, in km/h. The player then faces where it runs and cannot shoot.")]
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[Min(0f)] public float RunSpeed = 18f;
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#region Fields
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[Tooltip("Distance covered by a dash, in meters.")]
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[Min(0f)] public float DashDistance = 4f;
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private const float KMH_TO_MS = 1f / 3.6f;
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private const float AIM_STICK_DEADZONE = 0.2f;
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[Tooltip("Duration of a dash, in seconds.")]
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[Min(0.05f)] public float DashDuration = 0.2f;
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[SerializeField] private Settings _settings;
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[SerializeField] private References _references;
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[SerializeField] private StateContainer _state;
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[SerializeField] private Health _health;
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[Tooltip("Time between the start of two dashes, in seconds.")]
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[Min(0f)] public float DashCooldown = 1f;
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/// <summary>
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/// Raised when the interact action is performed.
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/// </summary>
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public event Action OnInteract;
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[Tooltip("Jump height, in meters.")]
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[Min(0f)] public float JumpHeight = 1.2f;
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/// <summary>
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/// The only player of the scene.
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/// </summary>
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public static Player Instance { get; private set; }
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public StateContainer State => _state;
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public Health Health => _health;
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public ProjectileLauncher Launcher => _references.Launcher;
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[Tooltip("Gravity, in meters per second squared.")]
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[Min(0f)] public float Gravity = 20f;
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}
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private Camera _camera;
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private Vector2 _moveInput;
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private Vector2 _aimStickInput;
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private bool _isAimingWithStick;
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private bool _isAttacking;
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private bool _isInteracting;
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private Vector3 _aimDirection = Vector3.forward;
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[System.Serializable]
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private struct References
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{
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public CharacterController Controller;
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public InputActionReference MoveAction;
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public InputActionReference InteractAction;
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public InputActionReference LookAction;
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public InputActionReference AttackAction;
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public InputActionReference JumpAction;
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public InputActionReference SprintAction;
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#endregion
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[Tooltip("Crouch action of the template, used for the dash.")]
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public InputActionReference DashAction;
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public ProjectileLauncher Launcher;
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public CharacterAnimator CharacterAnimator;
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}
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#region Unity Lifecycle
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[System.Serializable]
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public class StateContainer
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{
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public bool IsMoving = false;
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public bool IsGrounded = true;
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public bool IsRunning = false;
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public bool IsDashing = false;
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public bool IsStunned = false;
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}
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void Awake()
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{
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// Only one player can exist: a second one is removed
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if (Instance && Instance != this)
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{
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Debug.LogWarning($"A second Player was found on {name}, it is destroyed.");
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Destroy(gameObject);
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return;
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}
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#region FIELDS
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Instance = this;
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public static Player Instance { get; private set; }
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// Camera.main is the camera tagged MainCamera
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_camera = Camera.main;
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_health.Initialize();
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}
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const float KMH_TO_MS = 1 / 3.6f;
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const float AIM_STICK_DEADZONE = 0.2f;
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void OnEnable()
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{
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SetInputsEnabled(true);
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}
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// Small downward speed kept on the ground, so that the CharacterController stays grounded
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const float GROUNDED_SPEED = -2f;
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void OnDisable()
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{
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SetInputsEnabled(false);
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}
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[SerializeField] private Settings _settings;
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[SerializeField] private References _references;
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[SerializeField] private StateContainer _state;
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[SerializeField] private Health _health;
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void OnDestroy()
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{
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if (Instance == this)
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Instance = null;
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}
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public event Action OnInteract;
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void Update()
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{
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// A dead player no longer moves nor shoots
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if (_health.IsDead)
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return;
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public StateContainer State => _state;
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public Health Health => _health;
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public ProjectileLauncher Launcher => _references.Launcher;
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float deltaTime = Time.deltaTime;
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private bool _isInteracting;
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private Vector2 _moveInput;
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private Camera _camera;
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private Vector2 _aimStickInput;
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private bool _isAimingWithStick;
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private bool _isAttacking;
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private Vector3 _aimDirection = Vector3.forward;
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private bool _isJumping;
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private bool _isSprinting;
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private bool _isDashPressed;
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private Vector3 _moveDirection;
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private Vector3 _dashDirection;
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private float _dashEndTime;
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private float _nextDashTime;
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private float _verticalSpeed;
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private float _stunEndTime;
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GetInputs();
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Move(deltaTime);
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Aim();
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Attack();
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Interact();
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}
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#endregion
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#endregion
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#region UNITY LIFECYCLES
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#region Public Methods
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void Awake()
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{
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if (Instance && Instance != this)
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{
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Debug.LogWarning($"A second Player was found on {name}, it is destroyed.");
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Destroy(gameObject);
|
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return;
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}
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||||
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public void TakeDamage(int amount)
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{
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_health.TakeDamage(amount);
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}
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Instance = this;
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||||
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||||
/// <summary>
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||||
/// Teleports the player.
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/// </summary>
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||||
/// <param name="pose">x, y, z: position. w: angle around the vertical axis, in degrees.</param>
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public void Teleport(Vector4 pose)
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{
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// An enabled CharacterController would overwrite the new position
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_references.Controller.enabled = false;
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_health.Initialize();
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_health.OnDied += HandleDied;
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Vector3 position = new Vector3(pose.x, pose.y, pose.z);
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Quaternion rotation = Quaternion.Euler(0f, pose.w, 0f);
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transform.SetPositionAndRotation(position, rotation);
|
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_camera = Camera.main;
|
||||
}
|
||||
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||||
_references.Controller.enabled = true;
|
||||
}
|
||||
void OnEnable()
|
||||
{
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||||
_references.MoveAction.action.Enable();
|
||||
_references.InteractAction.action.Enable();
|
||||
_references.LookAction.action.Enable();
|
||||
_references.AttackAction.action.Enable();
|
||||
_references.JumpAction.action.Enable();
|
||||
_references.SprintAction.action.Enable();
|
||||
_references.DashAction.action.Enable();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Teleports the player to the position and heading of a target, such as a spawn point.
|
||||
/// </summary>
|
||||
public void Teleport(Transform target)
|
||||
{
|
||||
Vector3 position = target.position;
|
||||
Vector4 pose = new Vector4(position.x, position.y, position.z, target.eulerAngles.y);
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||||
Teleport(pose);
|
||||
}
|
||||
void OnDisable()
|
||||
{
|
||||
if (Instance == this)
|
||||
{
|
||||
_references.MoveAction.action.Disable();
|
||||
_references.InteractAction.action.Disable();
|
||||
_references.LookAction.action.Disable();
|
||||
_references.AttackAction.action.Disable();
|
||||
_references.JumpAction.action.Disable();
|
||||
_references.SprintAction.action.Disable();
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||||
_references.DashAction.action.Disable();
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||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
void OnDestroy()
|
||||
{
|
||||
_health.OnDied -= HandleDied;
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||||
|
||||
#region Private Methods
|
||||
if (Instance == this)
|
||||
Instance = null;
|
||||
}
|
||||
|
||||
private void SetInputsEnabled(bool isEnabled)
|
||||
{
|
||||
InputActionReference[] actions =
|
||||
{
|
||||
_references.MoveAction,
|
||||
_references.LookAction,
|
||||
_references.AttackAction,
|
||||
_references.InteractAction
|
||||
};
|
||||
void Update()
|
||||
{
|
||||
if (_health.IsDead)
|
||||
return;
|
||||
|
||||
foreach (InputActionReference action in actions)
|
||||
{
|
||||
if (isEnabled)
|
||||
action.action.Enable();
|
||||
else
|
||||
action.action.Disable();
|
||||
}
|
||||
}
|
||||
float t = Time.deltaTime;
|
||||
|
||||
private void GetInputs()
|
||||
{
|
||||
_moveInput = _references.MoveAction.action.ReadValue<Vector2>();
|
||||
_isAttacking = _references.AttackAction.action.IsPressed();
|
||||
_isInteracting = _references.InteractAction.action.WasPerformedThisFrame();
|
||||
GetInputs();
|
||||
UpdateStun();
|
||||
Move(t);
|
||||
|
||||
InputAction look = _references.LookAction.action;
|
||||
_aimStickInput = look.ReadValue<Vector2>();
|
||||
// A stunned player only falls: no aiming, shooting nor interacting
|
||||
if (_state.IsStunned)
|
||||
return;
|
||||
|
||||
// Look is also bound to the mouse delta: only the gamepad counts as a stick
|
||||
bool isStick = look.activeControl != null && look.activeControl.device is Gamepad;
|
||||
Aim(t);
|
||||
Attack();
|
||||
Interact();
|
||||
}
|
||||
|
||||
// The last aiming device used wins: the stick when pushed, the mouse when moved
|
||||
if (isStick && IsStickPushed())
|
||||
_isAimingWithStick = true;
|
||||
else if (Pointer.current != null && Pointer.current.delta.ReadValue().sqrMagnitude > 0f)
|
||||
_isAimingWithStick = false;
|
||||
}
|
||||
#endregion
|
||||
|
||||
private void Move(float deltaTime)
|
||||
{
|
||||
Vector3 direction = ToWorldDirection(_moveInput);
|
||||
_state.IsMoving = direction.sqrMagnitude > 0f;
|
||||
#region PUBLIC METHODS
|
||||
|
||||
Vector3 velocity = direction * _settings.Speed * KMH_TO_MS;
|
||||
_references.Controller.Move(velocity * deltaTime);
|
||||
}
|
||||
public void TakeDamage(DamageInfo damage)
|
||||
{
|
||||
_health.TakeDamage(damage);
|
||||
}
|
||||
|
||||
private void Aim()
|
||||
{
|
||||
if (_isAimingWithStick)
|
||||
{
|
||||
// Released stick: the player keeps its last direction
|
||||
if (IsStickPushed())
|
||||
_aimDirection = ToWorldDirection(_aimStickInput);
|
||||
}
|
||||
else if (TryGetPointerDirection(out Vector3 direction))
|
||||
{
|
||||
_aimDirection = direction;
|
||||
}
|
||||
/// <summary>
|
||||
/// Takes the control away from the player for a duration, in seconds, and plays the stunned animation.
|
||||
/// </summary>
|
||||
public void Stun(float duration)
|
||||
{
|
||||
if (_health.IsDead)
|
||||
return;
|
||||
|
||||
transform.rotation = Quaternion.LookRotation(_aimDirection);
|
||||
}
|
||||
_stunEndTime = Time.time + duration;
|
||||
_state.IsStunned = true;
|
||||
_state.IsDashing = false;
|
||||
SetRunning(false);
|
||||
_references.CharacterAnimator.Stun(duration);
|
||||
}
|
||||
|
||||
private void Attack()
|
||||
{
|
||||
if (_isAttacking)
|
||||
_references.Launcher.TryFire();
|
||||
}
|
||||
/// <summary>
|
||||
/// Teleports the player.
|
||||
/// </summary>
|
||||
/// <param name="pose">x, y, z: position. w: angle around the vertical axis, in degrees.</param>
|
||||
public void Teleport(Vector4 pose)
|
||||
{
|
||||
// An enabled CharacterController would overwrite the new position
|
||||
_references.Controller.enabled = false;
|
||||
|
||||
private void Interact()
|
||||
{
|
||||
if (_isInteracting)
|
||||
OnInteract?.Invoke();
|
||||
}
|
||||
Vector3 position = new Vector3(pose.x, pose.y, pose.z);
|
||||
Quaternion rotation = Quaternion.Euler(0f, pose.w, 0f);
|
||||
transform.SetPositionAndRotation(position, rotation);
|
||||
|
||||
private bool IsStickPushed()
|
||||
{
|
||||
return _aimStickInput.sqrMagnitude > AIM_STICK_DEADZONE * AIM_STICK_DEADZONE;
|
||||
}
|
||||
_references.Controller.enabled = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a 2D input into a world direction on the ground, relative to the camera heading.
|
||||
/// </summary>
|
||||
private Vector3 ToWorldDirection(Vector2 input)
|
||||
{
|
||||
// Only the camera rotation around the vertical axis is kept
|
||||
Quaternion cameraHeading = Quaternion.Euler(0f, _camera.transform.eulerAngles.y, 0f);
|
||||
return cameraHeading * new Vector3(input.x, 0f, input.y);
|
||||
}
|
||||
/// <summary>
|
||||
/// Teleports the player to the position and heading of a target, such as a spawn point.
|
||||
/// </summary>
|
||||
public void Teleport(Transform target)
|
||||
{
|
||||
Vector3 position = target.position;
|
||||
Vector4 pose = new Vector4(position.x, position.y, position.z, target.eulerAngles.y);
|
||||
Teleport(pose);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Direction from the player to the point under the pointer, on a horizontal plane at the player's height.
|
||||
/// </summary>
|
||||
private bool TryGetPointerDirection(out Vector3 direction)
|
||||
{
|
||||
direction = Vector3.zero;
|
||||
#endregion
|
||||
|
||||
if (Pointer.current == null)
|
||||
return false;
|
||||
#region PRIVATE METHODS
|
||||
|
||||
// Mouse position read directly: the Look action only gives its movement
|
||||
Ray ray = _camera.ScreenPointToRay(Pointer.current.position.ReadValue());
|
||||
Plane ground = new Plane(Vector3.up, transform.position);
|
||||
#if UNITY_EDITOR
|
||||
[ContextMenu("Debug/Take 25 Damage")]
|
||||
private void DebugTakeDamage()
|
||||
{
|
||||
TakeDamage(new DamageInfo(25, DamageType.Physical, gameObject));
|
||||
}
|
||||
|
||||
if (!ground.Raycast(ray, out float distance))
|
||||
return false;
|
||||
[ContextMenu("Debug/Stun 2 s")]
|
||||
private void DebugStun()
|
||||
{
|
||||
Stun(2f);
|
||||
}
|
||||
#endif
|
||||
|
||||
direction = ray.GetPoint(distance) - transform.position;
|
||||
direction.y = 0f;
|
||||
return direction.sqrMagnitude > 0.01f;
|
||||
}
|
||||
private void GetInputs()
|
||||
{
|
||||
_moveInput = _references.MoveAction.action.ReadValue<Vector2>();
|
||||
_isInteracting = _references.InteractAction.action.WasPressedThisFrame();
|
||||
_isAttacking = _references.AttackAction.action.IsPressed();
|
||||
_isJumping = _references.JumpAction.action.WasPressedThisFrame();
|
||||
_isSprinting = _references.SprintAction.action.IsPressed();
|
||||
_isDashPressed = _references.DashAction.action.WasPressedThisFrame();
|
||||
|
||||
[ContextMenu("Debug/Take 25 Damage")]
|
||||
private void DebugTakeDamage()
|
||||
{
|
||||
TakeDamage(25);
|
||||
}
|
||||
InputAction look = _references.LookAction.action;
|
||||
_aimStickInput = look.ReadValue<Vector2>();
|
||||
|
||||
#endregion
|
||||
}
|
||||
// Look is also bound to the mouse delta: only the gamepad counts as a stick
|
||||
bool isStick = look.activeControl != null && look.activeControl.device is Gamepad;
|
||||
|
||||
// The last aiming device used wins: the stick when pushed, the mouse when moved
|
||||
if (isStick && IsStickPushed())
|
||||
_isAimingWithStick = true;
|
||||
else if (Pointer.current != null && Pointer.current.delta.ReadValue().sqrMagnitude > 0f)
|
||||
_isAimingWithStick = false;
|
||||
}
|
||||
|
||||
private void Move(float t)
|
||||
{
|
||||
Vector2 input = _state.IsStunned ? Vector2.zero : _moveInput;
|
||||
_moveDirection = ToWorldDirection(input);
|
||||
bool hasInput = _moveDirection.sqrMagnitude > .01f;
|
||||
|
||||
if (_state.IsDashing && Time.time >= _dashEndTime)
|
||||
_state.IsDashing = false;
|
||||
|
||||
if (_isDashPressed && !_state.IsStunned && !_state.IsDashing && Time.time >= _nextDashTime)
|
||||
Dash(hasInput ? _moveDirection.normalized : transform.forward);
|
||||
|
||||
SetRunning(_isSprinting && hasInput && !_state.IsStunned);
|
||||
|
||||
Vector3 velocity;
|
||||
|
||||
if (_state.IsDashing)
|
||||
{
|
||||
velocity = _dashDirection * (_settings.DashDistance / _settings.DashDuration);
|
||||
}
|
||||
else
|
||||
{
|
||||
float speed = _state.IsRunning ? _settings.RunSpeed : _settings.Speed;
|
||||
velocity = _moveDirection * KMH_TO_MS * speed;
|
||||
}
|
||||
|
||||
_state.IsMoving = velocity.sqrMagnitude > .01f;
|
||||
|
||||
if (_state.IsGrounded && _isJumping && !_state.IsStunned)
|
||||
Jump();
|
||||
|
||||
// Gravity: the CharacterController does not apply it
|
||||
_verticalSpeed -= _settings.Gravity * t;
|
||||
velocity.y = _verticalSpeed;
|
||||
|
||||
_references.Controller.Move(velocity * t);
|
||||
|
||||
SetGrounded(_references.Controller.isGrounded);
|
||||
|
||||
if (_state.IsGrounded && _verticalSpeed < 0f)
|
||||
_verticalSpeed = GROUNDED_SPEED;
|
||||
}
|
||||
|
||||
private void Jump()
|
||||
{
|
||||
// Speed that reaches the jump height against gravity: v = sqrt(2 g h)
|
||||
_verticalSpeed = Mathf.Sqrt(2f * _settings.Gravity * _settings.JumpHeight);
|
||||
_references.CharacterAnimator.Jump();
|
||||
}
|
||||
|
||||
private void Dash(Vector3 direction)
|
||||
{
|
||||
_dashDirection = direction;
|
||||
_dashEndTime = Time.time + _settings.DashDuration;
|
||||
_nextDashTime = Time.time + _settings.DashCooldown;
|
||||
_state.IsDashing = true;
|
||||
_references.CharacterAnimator.Dash();
|
||||
}
|
||||
|
||||
private void SetRunning(bool isRunning)
|
||||
{
|
||||
if (_state.IsRunning == isRunning)
|
||||
return;
|
||||
|
||||
_state.IsRunning = isRunning;
|
||||
_references.CharacterAnimator.SetRunning(isRunning);
|
||||
}
|
||||
|
||||
private void SetGrounded(bool isGrounded)
|
||||
{
|
||||
if (_state.IsGrounded == isGrounded)
|
||||
return;
|
||||
|
||||
_state.IsGrounded = isGrounded;
|
||||
_references.CharacterAnimator.SetGrounded(isGrounded);
|
||||
}
|
||||
|
||||
private void UpdateStun()
|
||||
{
|
||||
if (_state.IsStunned && Time.time >= _stunEndTime)
|
||||
_state.IsStunned = false;
|
||||
}
|
||||
|
||||
private void HandleDied()
|
||||
{
|
||||
_references.CharacterAnimator.Die();
|
||||
}
|
||||
|
||||
|
||||
private void Aim(float t)
|
||||
{
|
||||
// Running and dashing face the movement: aiming is suspended
|
||||
if (_state.IsDashing)
|
||||
{
|
||||
TurnTowards(_dashDirection, t);
|
||||
return;
|
||||
}
|
||||
|
||||
// In the air, the player keeps the orientation it had when it left the ground
|
||||
if (!_state.IsGrounded)
|
||||
return;
|
||||
|
||||
if (_state.IsRunning)
|
||||
{
|
||||
TurnTowards(_moveDirection, t);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_isAimingWithStick)
|
||||
{
|
||||
// Released stick: the player keeps its last direction
|
||||
if (IsStickPushed())
|
||||
_aimDirection = ToWorldDirection(_aimStickInput);
|
||||
}
|
||||
else if (TryGetPointerDirection(out Vector3 direction))
|
||||
{
|
||||
_aimDirection = direction;
|
||||
}
|
||||
|
||||
TurnTowards(_aimDirection, t);
|
||||
}
|
||||
|
||||
private void TurnTowards(Vector3 direction, float t)
|
||||
{
|
||||
Quaternion target = Quaternion.LookRotation(direction);
|
||||
|
||||
if (_settings.RotationDamping <= 0f)
|
||||
{
|
||||
transform.rotation = target;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Exponential smoothing: the same feel whatever the frame rate
|
||||
float blend = 1f - Mathf.Exp(-t / _settings.RotationDamping);
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, target, blend);
|
||||
}
|
||||
}
|
||||
|
||||
private void Attack()
|
||||
{
|
||||
// No shooting while running
|
||||
if (_isAttacking && !_state.IsRunning)
|
||||
_references.Launcher.TryFire();
|
||||
}
|
||||
|
||||
private void Interact()
|
||||
{
|
||||
if (_isInteracting)
|
||||
OnInteract?.Invoke();
|
||||
}
|
||||
|
||||
private bool IsStickPushed()
|
||||
{
|
||||
return _aimStickInput.sqrMagnitude > AIM_STICK_DEADZONE * AIM_STICK_DEADZONE;
|
||||
}
|
||||
|
||||
private Vector3 ToWorldDirection(Vector2 input)
|
||||
{
|
||||
// Only the camera rotation around the vertical axis is kept
|
||||
Quaternion cameraHeading = Quaternion.Euler(0f, _camera.transform.eulerAngles.y, 0f);
|
||||
return cameraHeading * new Vector3(input.x, 0f, input.y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Direction from the player to the point under the pointer, on a horizontal plane at the player's height.
|
||||
/// </summary>
|
||||
private bool TryGetPointerDirection(out Vector3 direction)
|
||||
{
|
||||
direction = Vector3.zero;
|
||||
|
||||
if (Pointer.current == null)
|
||||
return false;
|
||||
|
||||
// Mouse position read directly: the Look action only gives its movement
|
||||
Ray ray = _camera.ScreenPointToRay(Pointer.current.position.ReadValue());
|
||||
Plane ground = new Plane(Vector3.up, transform.position);
|
||||
|
||||
if (!ground.Raycast(ray, out float distance))
|
||||
return false;
|
||||
|
||||
direction = ray.GetPoint(distance) - transform.position;
|
||||
direction.y = 0f;
|
||||
return direction.sqrMagnitude > 0.01f;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,88 +2,74 @@ using UnityEngine;
|
||||
|
||||
namespace Arena.Characters
|
||||
{
|
||||
[ExecuteAlways]
|
||||
public class PlayerCamera : MonoBehaviour
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Settings
|
||||
{
|
||||
[Tooltip("x: horizontal distance from the player, y: height above the player, in meters.")]
|
||||
public Vector2 Offset = new Vector2(8f, 12f);
|
||||
[ExecuteAlways]
|
||||
public class PlayerCamera : MonoBehaviour
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Settings
|
||||
{
|
||||
[Tooltip("x: horizontal distance from the player, y: height above the player, in meters.")]
|
||||
public Vector2 Offset = new Vector2(7f, 8f);
|
||||
|
||||
[Tooltip("Rotation of the offset around the player, in degrees.")]
|
||||
public float Angle = 0f;
|
||||
[Tooltip("Rotation of the offset around the player, in degrees.")]
|
||||
public float Angle = 0f;
|
||||
|
||||
[Tooltip("Time to catch up with the player, in seconds. 0: no smoothing.")]
|
||||
[Range(0f, 1f)] public float Smooth = 0.2f;
|
||||
}
|
||||
[Tooltip("Time to catch up with the player, in seconds. 0: no smoothing.")]
|
||||
[Range(0f, 1f)] public float Smooth = 0.2f;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public struct References
|
||||
{
|
||||
[Tooltip("Followed player. Found automatically when empty.")]
|
||||
public Player Player;
|
||||
}
|
||||
[System.Serializable]
|
||||
private struct References
|
||||
{
|
||||
public Player Player;
|
||||
}
|
||||
|
||||
#region Fields
|
||||
#region FIELDS
|
||||
|
||||
[SerializeField] private Settings _settings;
|
||||
[SerializeField] private References _references;
|
||||
[SerializeField] private Settings _settings;
|
||||
[SerializeField] private References _references;
|
||||
|
||||
private Vector3 _velocity;
|
||||
private Vector3 _velocity;
|
||||
|
||||
#endregion
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
// LateUpdate: the player has already moved this frame
|
||||
void LateUpdate()
|
||||
{
|
||||
if (!GetPlayer())
|
||||
return;
|
||||
|
||||
// LateUpdate: the player has already moved this frame
|
||||
void LateUpdate()
|
||||
{
|
||||
if (!GetPlayer())
|
||||
return;
|
||||
Vector3 targetPos = GetTargetPosition();
|
||||
|
||||
Vector3 targetPos = GetTargetPosition();
|
||||
if (!Application.isPlaying || _settings.Smooth == 0)
|
||||
{
|
||||
transform.position = targetPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref _velocity, _settings.Smooth);
|
||||
}
|
||||
}
|
||||
|
||||
// No smoothing in edit mode: the camera snaps while the scene is edited
|
||||
if (!Application.isPlaying || _settings.Smooth <= 0f)
|
||||
{
|
||||
transform.position = targetPos;
|
||||
_velocity = Vector3.zero;
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref _velocity, _settings.Smooth);
|
||||
}
|
||||
}
|
||||
private bool GetPlayer()
|
||||
{
|
||||
if (_references.Player)
|
||||
return true;
|
||||
|
||||
#endregion
|
||||
// In edit mode, Player.Awake has not run, so the singleton is empty
|
||||
else if (Player.Instance)
|
||||
_references.Player = Player.Instance;
|
||||
else
|
||||
_references.Player = FindFirstObjectByType<Player>();
|
||||
|
||||
#region Private Methods
|
||||
return _references.Player != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks for the player: singleton first, then a search in the scene. Returns false if none is found.
|
||||
/// </summary>
|
||||
private bool GetPlayer()
|
||||
{
|
||||
if (_references.Player)
|
||||
return true;
|
||||
|
||||
// In edit mode, Player.Awake has not run, so the singleton is empty
|
||||
else if (Player.Instance)
|
||||
_references.Player = Player.Instance;
|
||||
else
|
||||
_references.Player = FindFirstObjectByType<Player>();
|
||||
|
||||
return _references.Player != null;
|
||||
}
|
||||
|
||||
private Vector3 GetTargetPosition()
|
||||
{
|
||||
Quaternion rotation = Quaternion.Euler(0f, _settings.Angle, 0f);
|
||||
Vector3 offset = rotation * new Vector3(0f, _settings.Offset.y, -_settings.Offset.x);
|
||||
return _references.Player.transform.position + offset;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
private Vector3 GetTargetPosition()
|
||||
{
|
||||
Quaternion rotation = Quaternion.Euler(0, _settings.Angle, 0);
|
||||
Vector3 offset = rotation * new Vector3(0, _settings.Offset.y, -_settings.Offset.x);
|
||||
return _references.Player.transform.position + offset;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,96 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using Arena.Characters;
|
||||
|
||||
namespace Arena.Interactions
|
||||
{
|
||||
/// <summary>
|
||||
/// Zone that raises OnPlayer when the player enters it, or when the player interacts inside it.
|
||||
/// It never acts on the player itself: the actions are set up in the Inspector.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class PlayerEvent : MonoBehaviour
|
||||
{
|
||||
public enum Trigger
|
||||
{
|
||||
OnPlayerEnter,
|
||||
OnPlayerInteract
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class Settings
|
||||
{
|
||||
[Tooltip("OnPlayerEnter: as soon as the player enters. OnPlayerInteract: when the player interacts inside the zone.")]
|
||||
public Trigger Trigger;
|
||||
}
|
||||
|
||||
#region Fields
|
||||
|
||||
[SerializeField] private Settings _settings;
|
||||
|
||||
[Tooltip("Actions raised for the player: heal, ammo, sound, hide this object...")]
|
||||
[SerializeField] private UnityEvent _onPlayer;
|
||||
|
||||
private bool _isListening;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// The object can be hidden while the player is inside
|
||||
StopListening();
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!IsPlayer(other))
|
||||
return;
|
||||
|
||||
if (_settings.Trigger == Trigger.OnPlayerEnter)
|
||||
_onPlayer.Invoke();
|
||||
else
|
||||
StartListening();
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (IsPlayer(other))
|
||||
StopListening();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Methods
|
||||
|
||||
private bool IsPlayer(Collider other)
|
||||
{
|
||||
return Player.Instance != null && other.gameObject == Player.Instance.gameObject;
|
||||
}
|
||||
|
||||
private void StartListening()
|
||||
{
|
||||
Player.Instance.OnInteract += HandleInteract;
|
||||
_isListening = true;
|
||||
}
|
||||
|
||||
private void StopListening()
|
||||
{
|
||||
if (!_isListening)
|
||||
return;
|
||||
|
||||
if (Player.Instance != null)
|
||||
Player.Instance.OnInteract -= HandleInteract;
|
||||
|
||||
_isListening = false;
|
||||
}
|
||||
|
||||
private void HandleInteract()
|
||||
{
|
||||
_onPlayer.Invoke();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3c874cb9bc4c364d87e100aada2b434
|
||||
Reference in New Issue
Block a user