wip: Player
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281
Assets/_Content/Scripts/Player.cs
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281
Assets/_Content/Scripts/Player.cs
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.InputSystem;
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using UnityEngine.UIElements;
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using static UnityEngine.CullingGroup;
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public class Player : MonoBehaviour
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{
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public static Player Instance { get; private set; }
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public enum PlayerState
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{
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Idle,
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Moving,
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Jumping,
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Falling,
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Stunned,
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Eliminated,
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Loser,
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Winner,
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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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[Header("Movements")]
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[Tooltip("Movement speed in km/h")]
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public float Speed = 18f;
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[Tooltip("Jump force in m/s")]
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public float JumpForce = 8f;
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[Tooltip("Player rotation speed towards movement direction")]
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public float RotationSpeed = 10f;
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[Tooltip("Ground detection tolerance")]
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public float GroundTolerance = 0.2f;
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[Tooltip("Layers considered as ground")]
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public LayerMask GroundLayer = 1;
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[Tooltip("Layers considered as death zone")]
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public LayerMask DeathLayer = 0;
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[Header("Forces")]
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[Tooltip("Decay rate of extra forces (m/s²)")]
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public float ExtraForcesDrag = 8f;
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[Header("Debug")]
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[Tooltip("GUI logs of current state")]
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public bool StateLogs;
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}
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[System.Serializable]
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public class References
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{
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public CharacterController Controller;
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public InputActionAsset InputActions;
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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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[Tooltip("Current player state")]
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public PlayerState CurrentState = PlayerState.Idle;
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[Tooltip("Is player paused?")]
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public bool IsPaused = false;
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[Tooltip("Current velocity in m/s")]
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public Vector3 Velocity;
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[Tooltip("Ground transform evaluated as parent")]
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public Transform Ground;
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public bool IsGrounded => Ground;
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public float VerticalVelocity => Velocity.y;
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public Vector3 HorizontalVelocity => new Vector3(Velocity.x, 0, Velocity.z);
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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, ReadOnly] private StateContainer _state;
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public StateContainer State => _state;
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#region Constants
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private const float KMH_TO_MS = 1 / 3.6f;
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private const float STICK_FORCE = -5f;
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private const float GRAVITY = -20f;
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private const float MAX_GRAVITY = -50f;
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#endregion
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#region Private Fields
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// Inputs
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private InputAction _moveAction;
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private InputAction _jumpAction;
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// Camera
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private Camera _camera;
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// Ground
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private Vector3 _groundCheckRayOffset;
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private Vector3 _groundCheckSphereOffset;
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private float _groundCheckRadius;
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private Collider[] _overlapResults = new Collider[1];
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private Vector3 _lastPlatformPosition;
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private Quaternion _lastPlatformRotation;
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private Vector3 _platformVelocity;
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#endregion
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#region Unity Lifecycle
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void Awake()
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{
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if (!Instance)
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Instance = this;
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// Inputs
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_moveAction = _references.InputActions.FindActionMap("Player").FindAction("Move");
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_jumpAction = _references.InputActions.FindActionMap("Player").FindAction("Jump");
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// Camera
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_camera = Camera.main;
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// Ground check geometry
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CharacterController cc = _references.Controller;
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_groundCheckRayOffset = cc.center + Vector3.up * (-cc.height * .5f - cc.skinWidth + _settings.GroundTolerance);
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_groundCheckSphereOffset = cc.center + Vector3.up * (-cc.height * .5f + cc.radius - cc.skinWidth - _settings.GroundTolerance);
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_groundCheckRadius = cc.radius;
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}
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void OnEnable()
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{
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_moveAction?.Enable();
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_jumpAction?.Enable();
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}
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void OnDisable()
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{
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_moveAction?.Disable();
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_jumpAction?.Disable();
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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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CheckGround(t);
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SetGravity(t);
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SetVelocity(t);
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SetJump();
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SetMovement(t);
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SetState();
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}
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#endregion
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#region Player Logic
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private void CheckGround(float deltaTime)
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{
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// Raycast for center contact
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Vector3 rayOrigin = transform.position + _groundCheckRayOffset;
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bool rayHit = Physics.Raycast(rayOrigin, Vector3.down, out RaycastHit rayInfo,
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_settings.GroundTolerance * 2f, _settings.GroundLayer);
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// OverlapSphere for edge contact
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Vector3 sphereOrigin = transform.position + _groundCheckSphereOffset;
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int overlapCount = Physics.OverlapSphereNonAlloc(sphereOrigin, _groundCheckRadius, _overlapResults, _settings.GroundLayer);
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bool sphereHit = overlapCount > 0;
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bool wasGrounded = _state.IsGrounded;
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bool isGrounded = rayHit || sphereHit;
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if (isGrounded)
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{
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Transform currentGround = rayHit ? rayInfo.collider.transform : _overlapResults[0].transform;
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// Initialize references when landing on a new surface to prevent teleporting
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if (currentGround != _state.Ground)
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{
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_state.Ground = currentGround;
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_lastPlatformPosition = _state.Ground.position;
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_lastPlatformRotation = _state.Ground.rotation;
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_platformVelocity.y = 0;
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return;
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}
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// Rotate player around platform pivot
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Quaternion rotationDelta = _state.Ground.rotation * Quaternion.Inverse(_lastPlatformRotation);
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float platformYaw = rotationDelta.eulerAngles.y;
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if (Mathf.Abs(platformYaw) > .001f)
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{
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Vector3 dir = transform.position - _state.Ground.position;
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dir = Quaternion.Euler(0, platformYaw, 0) * dir;
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transform.position = _state.Ground.position + dir;
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transform.Rotate(0, platformYaw, 0);
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}
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// Translation delta
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Vector3 platformDelta = _state.Ground.position - _lastPlatformPosition;
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transform.position += platformDelta;
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// Store current state for next frame
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_lastPlatformPosition = _state.Ground.position;
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_lastPlatformRotation = _state.Ground.rotation;
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// Sync physics broadphase to prevents CC from seeing stale overlap
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Physics.SyncTransforms();
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// Reset platform velocity
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_platformVelocity = Vector3.zero;
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}
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else
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{
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// Inherit platform velocity when player left the ground
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if (wasGrounded && _state.Ground != null)
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{
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_platformVelocity = (_state.Ground.position - _lastPlatformPosition) / Time.deltaTime;
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}
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// Decay velocity when player is in the air
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else
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{
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Vector3 platformVelocity = Vector3.MoveTowards(_platformVelocity, Vector3.zero, _settings.ExtraForcesDrag * deltaTime);
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platformVelocity.y = _platformVelocity.y;
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_platformVelocity = platformVelocity;
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}
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_state.Ground = null;
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}
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}
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private void SetGravity(float deltaTime)
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{
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if (_state.IsGrounded && _state.Velocity.y < 0)
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{
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_state.Velocity.y = STICK_FORCE;
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}
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else
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{
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if (_platformVelocity.y > 0)
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{
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_platformVelocity.y += GRAVITY * deltaTime;
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if (_platformVelocity.y < 0)
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_state.Velocity.y += _platformVelocity.y;
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}
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else
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{
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_state.Velocity.y += GRAVITY * deltaTime;
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}
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_state.Velocity.y = Mathf.Max(_state.Velocity.y, MAX_GRAVITY);
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}
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}
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private void SetVelocity(float deltaTime)
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{
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}
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private void SetJump()
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{
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}
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private void SetMovement(float deltaTime)
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{
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}
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private void SetState()
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{
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}
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#endregion
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}
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