reverted to my old fps controller, stopped movement when in inventory UI
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@ -1,7 +0,0 @@
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -7,6 +7,7 @@ using UnityEngine.EventSystems;
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// TODO: Expand for other measurement systems later
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namespace SimpleInventorySystem
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{
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public enum Orientation { Portrait, Landscape };
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@ -196,7 +197,7 @@ namespace SimpleInventorySystem
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if (slot != null && (referenceType == ReferenceTypes.GridUIFromSlot || referenceType == ReferenceTypes.SlotUI))
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{
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if(referenceType == ReferenceTypes.GridUIFromSlot)
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if (referenceType == ReferenceTypes.GridUIFromSlot)
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{
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slotCheck = preliminaryCheck && IsSlotOccupied() && slot.GetItemUI().container != null && slot != null && slot.GetItemUI() != null && slot.GetItemUI().container != null;
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if (slotCheck)
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@ -277,7 +278,8 @@ namespace SimpleInventorySystem
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public StandaloneInputModule StandaloneInputModule;
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public Vector2 MouseInCanvasPosition;
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private ItemUI draggedItem;
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public ItemUI DraggedItem {
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public ItemUI DraggedItem
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{
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set { draggedItem = value; IsDraggingItem = true; }
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get { return draggedItem; }
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}
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@ -324,9 +326,9 @@ namespace SimpleInventorySystem
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public Rarity GetRarityFromList(RarityType rarityType)
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{
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foreach(Rarity rarity in raritiesList)
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foreach (Rarity rarity in raritiesList)
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{
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if(rarity.rarityType == rarityType)
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if (rarity.rarityType == rarityType)
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{
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return rarity;
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}
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@ -351,7 +353,7 @@ namespace SimpleInventorySystem
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if (playerCamera == null || !playerCamera.gameObject.activeSelf)
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{
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Camera[] cameras = FindObjectsOfType<Camera>();
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foreach(Camera cam in cameras)
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foreach (Camera cam in cameras)
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{
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if (cam.gameObject.activeSelf)
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{
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@ -360,7 +362,7 @@ namespace SimpleInventorySystem
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}
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}
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if(playerCamera == null)
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if (playerCamera == null)
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{
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return false;
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}
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@ -373,7 +375,7 @@ namespace SimpleInventorySystem
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// TODO: Temporary solution. We will need to find the exact player for the client player.
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}
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if(LootGrid == null)
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if (LootGrid == null)
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{
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LootGrid = GetComponentInChildren<GridUI>();
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return false;
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@ -384,13 +386,13 @@ namespace SimpleInventorySystem
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public GameObject OpenWindow(string windowType)
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{
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if(windowType == nameof(StorageWindowUI) && InventorySystem.instance.StorageWindowPrefab.GetComponent<StorageWindowUI>() != null)
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if (windowType == nameof(StorageWindowUI) && InventorySystem.instance.StorageWindowPrefab.GetComponent<StorageWindowUI>() != null)
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{
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return Instantiate(InventorySystem.instance.StorageWindowPrefab, inventoryUI.transform);
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}
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else if(windowType == nameof(InspectionWindowUI) && InventorySystem.instance.InspectionWindowPrefab.GetComponent<InspectionWindowUI>() != null)
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else if (windowType == nameof(InspectionWindowUI) && InventorySystem.instance.InspectionWindowPrefab.GetComponent<InspectionWindowUI>() != null)
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{
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if(itemViewer != null)
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if (itemViewer != null)
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{
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itemViewer.OpenCamera();
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}
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@ -403,7 +405,7 @@ namespace SimpleInventorySystem
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// Update is called once per frame
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void Update()
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{
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if(DraggedItem == null)
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if (DraggedItem == null)
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{
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IsDraggingItem = false;
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}
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@ -422,13 +424,13 @@ namespace SimpleInventorySystem
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if (menuKeyInput.PressedKey(true))
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{
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if(InventoryMenuUI != null)
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if (InventoryMenuUI != null)
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{
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ToggleInventory();
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}
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}
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hResults= hoverResults = GetPointerOverUIObject();
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hResults = hoverResults = GetPointerOverUIObject();
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}
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private List<GameObject> GetPointerOverUIObject()
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@ -456,7 +458,7 @@ namespace SimpleInventorySystem
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public static bool IsMouseOverUI(GameObject go)
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{
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if(hoverResults == null || hoverResults.Count == 0)
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if (hoverResults == null || hoverResults.Count == 0)
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{
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return false;
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}
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@ -468,14 +470,14 @@ namespace SimpleInventorySystem
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{
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return false;
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}
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foreach(GameObject go in hoverResults)
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foreach (GameObject go in hoverResults)
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{
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if(go.GetComponent<BlockRaycast>() != null)
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if (go.GetComponent<BlockRaycast>() != null)
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{
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//Debug.Log("BlockRaycast");
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return false;
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}
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if(go.GetComponent<ItemUI>() != null)
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if (go.GetComponent<ItemUI>() != null)
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{
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//Debug.Log(hoverResults);
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if (go.GetComponent<ItemUI>() == item)
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@ -499,7 +501,7 @@ namespace SimpleInventorySystem
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{
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if (InventoryMenuUI.activeInHierarchy)
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{
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if(DraggedItem != null)
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if (DraggedItem != null)
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{
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Debug.Log("Return to Slot");
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DraggedItem.ReturnToSlot(true);
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@ -518,7 +520,7 @@ namespace SimpleInventorySystem
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.Confined;
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toolbarEvents.GetComponent<MoveChildrenUI>().MoveToTarget(false, true);
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if(GetComponent<NeoFPSPause>() != null)
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if (GetComponent<NeoFPSPause>() != null)
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{
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GetComponent<NeoFPSPause>().pauseMenu.PopEscapeHandlerShow();
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}
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@ -569,7 +571,7 @@ namespace SimpleInventorySystem
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}*/
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RaycastHit[] hits = Physics.RaycastAll(ray, 200);
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for(int i = 0; i < hits.Length; i++)
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for (int i = 0; i < hits.Length; i++)
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{
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if (hits[i].collider != null)
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{
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@ -644,7 +646,7 @@ namespace SimpleInventorySystem
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CurrentState = States.Loot;
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}
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}
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else if(!InventorySystem.instance.IsUsingInventoryMenuUI())
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else if (!InventorySystem.instance.IsUsingInventoryMenuUI())
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{
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CurrentState = States.Undefined;
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LootMenuUI.SetActive(false);
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@ -709,7 +711,7 @@ namespace SimpleInventorySystem
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public void OnPointerClick(PointerEventData eventData)
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{
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if(eventData.button == PointerEventData.InputButton.Left && !ContextMenuManagerUI.instance.ItemInspectMenuHasFocus() && ContextMenuManagerUI.instance.IsInspectingItem())
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if (eventData.button == PointerEventData.InputButton.Left && !ContextMenuManagerUI.instance.ItemInspectMenuHasFocus() && ContextMenuManagerUI.instance.IsInspectingItem())
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{
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ContextMenuManagerUI.instance.CloseContextMenu();
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}
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@ -30,7 +30,7 @@ AnimatorController:
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@ -56,7 +56,7 @@ AnimatorState:
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@ -2,8 +2,12 @@
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using System.Collections.Generic;
|
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using UnityEngine;
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||||
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||||
using SimpleInventorySystem;
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public class FirstPersonController : MonoBehaviour
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{
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public InventorySystem inventorySystem; // Reference to the InventorySystem script
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public bool CanMove { get; private set; } = true;
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[SerializeField] private float crouchHeight = 0.5f;
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[SerializeField] private float standingHeight = 2.0f;
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[SerializeField] private Vector3 standingCenter = new Vector3(0, 0, 0);
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private bool isCrouching;
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private bool duringCrouchAnimation;
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@ -54,7 +58,7 @@ public class FirstPersonController : MonoBehaviour
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[SerializeField] private float crouchBobSpeed = 8f;
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[SerializeField] private float crouchBobAmount = 0.025f;
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private float defaultYPos = 0;
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private float timer ;
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private float timer;
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private Camera playerCamera;
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private CharacterController characterController;
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@ -77,8 +81,18 @@ public class FirstPersonController : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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if (CanMove)
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// Check if the inventory UI is open
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bool isInventoryUIOpen = inventorySystem.IsUsingInventoryMenuUI();
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if (isInventoryUIOpen)
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{
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// The inventory UI is open, disable movement
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}
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else
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{
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// The inventory UI is closed, enable movement
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CanMove = true;
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HandleMovementInput();
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HandleMouseLook();
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@ -95,9 +109,11 @@ public class FirstPersonController : MonoBehaviour
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}
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}
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private void HandleMovementInput()
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{
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currentInput = new Vector2((isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed)* Input.GetAxis("Vertical"), (isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Horizontal"));
|
||||
currentInput = new Vector2((isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Vertical"), (isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Horizontal"));
|
||||
|
||||
float moveDirectionY = moveDirection.y;
|
||||
moveDirection = (transform.TransformDirection(Vector3.forward) * currentInput.x) + (transform.TransformDirection(Vector3.right) * currentInput.y);
|
||||
@ -120,7 +136,7 @@ public class FirstPersonController : MonoBehaviour
|
||||
{
|
||||
if (!characterController.isGrounded) return;
|
||||
|
||||
if(Mathf.Abs(moveDirection.x) >0.1f || Mathf.Abs(moveDirection.z) > 0.1f)
|
||||
if (Mathf.Abs(moveDirection.x) > 0.1f || Mathf.Abs(moveDirection.z) > 0.1f)
|
||||
{
|
||||
timer += Time.deltaTime * (isCrouching ? crouchBobSpeed : IsSprinting ? sprintBobSpeed : walkBobSpeed);
|
||||
playerCamera.transform.localPosition = new Vector3(
|
||||
|
Loading…
Reference in New Issue
Block a user