219 lines
9.7 KiB
C#
219 lines
9.7 KiB
C#
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#if !NEOFPS_FORCE_QUALITY && (UNITY_ANDROID || UNITY_IOS || UNITY_TIZEN || (UNITY_WSA && NETFX_CORE) || NEOFPS_FORCE_LIGHTWEIGHT)
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#define NEOFPS_LIGHTWEIGHT
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#endif
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using UnityEngine;
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using NeoFPS.CharacterMotion.MotionData;
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using NeoSaveGames.Serialization;
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namespace NeoFPS.CharacterMotion.States
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{
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[MotionGraphElement("Ground Movement/Steep Slide", "Slide")]
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[HelpURL("https://docs.neofps.com/manual/motiongraphref-mgs-steepslidestate.html")]
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public class SteepSlideState : MotionGraphState
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{
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[SerializeField, Tooltip("The angle above which a character loses motor control and is in pure slide mode.")]
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private FloatDataReference m_SlideAngle = new FloatDataReference(60f);
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[SerializeField, Tooltip("The sliding speed the character will reach (downwards only) at the lowest slope angle for a full slide.")]
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private FloatDataReference m_SpeedMinimum = new FloatDataReference(25f);
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[SerializeField, Tooltip("The fastest possible sliding speed the character can reach (downwards only) during a near vertical slide.")]
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private FloatDataReference m_SpeedMaximum = new FloatDataReference(40f);
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[SerializeField, Tooltip("The down-slope acceleration multiplier applied to a character during a shallow slide.")]
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private FloatDataReference m_AccelerationMinimum = new FloatDataReference(0.25f);
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[SerializeField, Tooltip("The down-slope acceleration multiplier applied to a character during a near vertical slide.")]
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private FloatDataReference m_AccelerationMaximum = new FloatDataReference(0.75f);
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[SerializeField, Tooltip("The top speed the character can reach against the slide (side to side).")]
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private FloatDataReference m_HorizontalSpeedLimit = new FloatDataReference(5f);
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[SerializeField, Tooltip("The across slope accleration when trying to redirect slide sideways (0 is instant).")]
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private FloatDataReference m_HorizontalAcceleration = new FloatDataReference(10f);
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private const float k_TinyValue = 0.001f;
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private Vector3 m_SlideVelocity = Vector3.zero;
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private float m_VerticalSlideSpeed = 0f;
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private float m_VerticalSlideAcceleration = 0f;
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private float m_HorizontalSlideSpeed = 0f;
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private float m_HorizontalSlideAcceleration = 0f;
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private float m_SlopeFriction = 0f;
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public override Vector3 moveVector
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{
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get { return m_SlideVelocity * Time.deltaTime; }
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}
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public override bool applyGravity
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{
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get { return false; }
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}
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public override bool applyGroundingForce
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{
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get { return true; }
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}
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public override void OnValidate()
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{
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base.OnValidate();
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m_SlideAngle.ClampValue(30f, 80f);
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m_SpeedMinimum.ClampValue(1f, 50f);
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m_SpeedMaximum.ClampValue(1f, 50f);
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m_AccelerationMinimum.ClampValue(0f, 1f);
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m_AccelerationMaximum.ClampValue(0f, 1f);
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m_HorizontalSpeedLimit.ClampValue(0f, 20f);
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m_HorizontalAcceleration.ClampValue(0f, 1000f);
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}
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public override void OnEnter()
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{
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base.OnEnter();
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m_VerticalSlideAcceleration = 0f;
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m_HorizontalSlideAcceleration = 0f;
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Vector3 upSlope = Vector3.ProjectOnPlane(characterController.up, characterController.groundSurfaceNormal).normalized;
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m_VerticalSlideSpeed = Vector3.Dot(characterController.rawVelocity, upSlope);
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// Remove slope friction
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m_SlopeFriction = characterController.slopeFriction;
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characterController.slopeFriction = 0f;
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}
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public override void OnExit()
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{
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base.OnExit();
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m_SlideVelocity = Vector3.zero;
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// Reset slope friction
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characterController.slopeFriction = m_SlopeFriction;
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}
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public override void Update()
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{
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base.Update();
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// Get the up slope vector & angle
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Vector3 up = characterController.up;
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Vector3 upSlope = Vector3.ProjectOnPlane(up, characterController.groundSurfaceNormal).normalized;
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float slopeAngle = Vector3.Angle(up, characterController.groundSurfaceNormal);
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// Calculate the scale of the slide (0 to 1 = starting slide angle to straight down)
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float slopeMaxAngle = m_SlideAngle.value;
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float slideScale = Mathf.Clamp01 ((slopeAngle - slopeMaxAngle) / (90f - slopeMaxAngle));
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// Calculate target slide speed & acceleration based on slope
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float targetVerticalSlideSpeed = Mathf.Lerp(m_SpeedMinimum.value, m_SpeedMaximum.value, slideScale);
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float accelerationMultiplier = Mathf.Lerp(m_AccelerationMinimum.value, m_AccelerationMaximum.value, slideScale);
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// Update the current down-slope slide speed
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m_VerticalSlideSpeed = -Vector3.Dot (characterController.velocity, upSlope);
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// Prevent players using steep slopes to boost jumps (due to slower downward acceleration than gravity)
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if (m_VerticalSlideSpeed < 0f)
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{
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var upVel = Vector3.Project(characterController.velocity, up);
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m_VerticalSlideSpeed = -Vector3.Dot(upVel, upSlope);
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accelerationMultiplier += 1f;
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}
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// Accelerate down-slope towards slide speed
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if (!Mathf.Approximately(m_VerticalSlideSpeed, targetVerticalSlideSpeed))
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m_VerticalSlideSpeed = Mathf.SmoothDamp(m_VerticalSlideSpeed, targetVerticalSlideSpeed, ref m_VerticalSlideAcceleration, 0.01f, -Vector3.Dot(characterController.gravity, characterController.up) * accelerationMultiplier);
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m_VerticalSlideSpeed = Mathf.Clamp(m_VerticalSlideSpeed, -targetVerticalSlideSpeed, targetVerticalSlideSpeed);
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// Apply down-slope to move vector
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m_SlideVelocity = upSlope * -m_VerticalSlideSpeed;
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// Get the across slope vector
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Vector3 acrossSlope = Vector3.Cross(up, upSlope).normalized;
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// Check if across slope control is enabled
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float hSpeedLimit = m_HorizontalSpeedLimit.value;
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if (hSpeedLimit > 0f)
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{
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// Update the current across-slope slide speed
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m_HorizontalSlideSpeed = Vector3.Dot (characterController.velocity, acrossSlope);
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// Get the target across-slope speed (based on look & input)
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float targetHorizontalSlideSpeed = 0f;
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if (controller.inputMoveScale > 0f)
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{
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Vector3 inputTarget = Vector3.zero;
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inputTarget += controller.localTransform.forward * controller.inputMoveDirection.y;
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inputTarget += controller.localTransform.right * controller.inputMoveDirection.x;
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float acrossInput = Vector3.Dot(inputTarget, acrossSlope);
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targetHorizontalSlideSpeed = acrossInput * hSpeedLimit;
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}
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// Accelerate across-slope towards target speed (positive = rhs)
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float hAcceleration = m_HorizontalAcceleration.value;
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if (hAcceleration < k_TinyValue)
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{
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// Don't use acceleration (instant)
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m_HorizontalSlideSpeed = targetHorizontalSlideSpeed;
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}
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else
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{
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// Accelerate if required
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if (!Mathf.Approximately (m_HorizontalSlideSpeed, targetHorizontalSlideSpeed))
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m_HorizontalSlideSpeed = Mathf.SmoothDamp (m_HorizontalSlideSpeed, targetHorizontalSlideSpeed, ref m_HorizontalSlideAcceleration, 0.1f, hAcceleration);
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}
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// Apply to move vector
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m_SlideVelocity += acrossSlope * m_HorizontalSlideSpeed;
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}
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}
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public override void CheckReferences(IMotionGraphMap map)
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{
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base.CheckReferences(map);
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m_SlideAngle.CheckReference(map);
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m_SpeedMinimum.CheckReference(map);
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m_SpeedMaximum.CheckReference(map);
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m_AccelerationMinimum.CheckReference(map);
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m_AccelerationMaximum.CheckReference(map);
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m_HorizontalSpeedLimit.CheckReference(map);
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m_HorizontalAcceleration.CheckReference(map);
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}
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#region SAVE / LOAD
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private static readonly NeoSerializationKey k_FrictionKey = new NeoSerializationKey("friction");
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private static readonly NeoSerializationKey k_SlideKey = new NeoSerializationKey("slide");
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private static readonly NeoSerializationKey k_VelocityKey = new NeoSerializationKey("velocity");
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public override void WriteProperties(INeoSerializer writer)
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{
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base.WriteProperties(writer);
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writer.WriteValue(k_VelocityKey, m_SlideVelocity);
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writer.WriteValue(k_FrictionKey, m_SlopeFriction);
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writer.WriteValue(k_SlideKey, new Vector4(m_VerticalSlideSpeed, m_VerticalSlideAcceleration, m_HorizontalSlideSpeed, m_HorizontalSlideAcceleration));
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}
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public override void ReadProperties(INeoDeserializer reader)
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{
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base.ReadProperties(reader);
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reader.TryReadValue(k_VelocityKey, out m_SlideVelocity, m_SlideVelocity);
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reader.TryReadValue(k_FrictionKey, out m_SlopeFriction, m_SlopeFriction);
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Vector4 slide;
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if (reader.TryReadValue(k_SlideKey, out slide, Vector4.zero))
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{
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m_VerticalSlideSpeed = slide.x;
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m_VerticalSlideAcceleration = slide.y;
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m_HorizontalSlideSpeed = slide.z;
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m_HorizontalSlideAcceleration = slide.w;
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}
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}
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#endregion
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}
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}
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