separated logic for weapon code refactored
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@@ -19,10 +19,16 @@ namespace Darkmatter.Domain
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public override void Update()
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{
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HandlePlayerMovement();
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HandleShooting();
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CheckForStateBreak();
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}
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private void HandleShooting()
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{
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runner.Shoot(inputReader.isShooting);
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}
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public override void LateUpdate()
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{
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HandlePlayerRotation();
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@@ -39,7 +45,7 @@ namespace Darkmatter.Domain
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private void CheckForStateBreak()
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{
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if (!runner.playerController.isGrounded)
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if (!runner.playerPawn.isGrounded)
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{
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runner.ChangeState(new AirboneState(runner));
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}
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@@ -57,7 +63,7 @@ namespace Darkmatter.Domain
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private void HandlePlayerJump()
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{
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runner.playerController.Jump(playerConfig.jumpForce);
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runner.playerPawn.Jump(playerConfig.jumpForce);
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playerAnim.PlayJumpAnim();
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}
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