files arranged using assembly defn
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79
Assets/DarkMatter/Code/Domain/Player/Player.cs
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79
Assets/DarkMatter/Code/Domain/Player/Player.cs
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using Darkmatter.Core;
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using System.Collections;
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using Unity.Cinemachine;
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using UnityEngine;
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using VContainer;
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namespace Darkmatter.Domain
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{
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public class Player : MonoBehaviour, IPlayer
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{
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[SerializeField] private float jumpForce = 3f;
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[SerializeField] private Rigidbody rb;
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[SerializeField] private GameObject splashObject;
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[SerializeField] private Transform splashParent;
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[SerializeField] private ParticleSystem deadParticle;
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[SerializeField] private ParticleSystem jumpParticle;
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[SerializeField] private CinemachineImpulseSource cinemachineImpulseSource;
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[SerializeField] private Material playerMaterial;
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[SerializeField] Color[] playerMaterialColors;
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public bool isDead { get; private set; }
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[Inject] private IDeathScreenController IdeathScreenController;
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[Inject] private IInputReader IinputReader;
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[Inject] private IAudioController IaudioController;
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private void Start()
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{
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isDead = false;
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playerMaterial.color = playerMaterialColors[Random.Range(0, playerMaterialColors.Length)];
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}
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private void OnCollisionEnter(Collision collision)
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{
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ShowAndHideSplash(collision);
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if (isDead) return;
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if (collision.gameObject.CompareTag("Safe") && rb.linearVelocity.y <= 0.5f)
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{
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rb.linearVelocity = Vector3.up * jumpForce;
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jumpParticle.Play();
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IaudioController.PlayJumpSound();
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}
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else if (collision.gameObject.CompareTag("Death"))
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{
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Die();
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}
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}
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private void ShowAndHideSplash(Collision collision)
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{
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float splashYPos = collision.transform.position.y + 0.155f;
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ContactPoint contact = collision.contacts[0];
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Vector3 surfacePoint = new Vector3(contact.point.x, splashYPos, contact.point.z);
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GameObject instancedSplash = Instantiate(splashObject, surfacePoint, splashObject.transform.rotation, collision.gameObject.transform);
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instancedSplash.transform.localScale = new Vector3(Random.Range(0.05f, 0.09f), Random.Range(0.05f, 0.09f), 1);
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Destroy(instancedSplash, 2f);
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}
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private void Die()
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{
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isDead = true;
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IinputReader.LockInput();
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deadParticle.Play();
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this.GetComponent<Renderer>().enabled = false;
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IaudioController.PlayDeathSound();
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Handheld.Vibrate(); //Vibration
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cinemachineImpulseSource.GenerateImpulseWithForce(1);
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StartCoroutine(DieRoutine());
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}
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IEnumerator DieRoutine()
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{
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yield return new WaitForSeconds(1f);
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IdeathScreenController.ShowDeathScreen();
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}
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}
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}
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2
Assets/DarkMatter/Code/Domain/Player/Player.cs.meta
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2
Assets/DarkMatter/Code/Domain/Player/Player.cs.meta
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fileFormatVersion: 2
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guid: e7d04c655849ccf438cd955f139e9789
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