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53
Assets/Darkmatter/Code/Domain/Player/AirboneState.cs
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53
Assets/Darkmatter/Code/Domain/Player/AirboneState.cs
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using Darkmatter.Core;
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using UnityEngine;
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namespace Darkmatter.Domain
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{
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public class AirboneState : State<PlayerStateMachine>
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{
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public AirboneState(PlayerStateMachine runner) : base(runner) { }
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private IInputReader inputReader => runner.inputReader;
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private PlayerConfigSO playerConfig => runner.playerConfig;
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public override void Enter()
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{
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Debug.Log("Entering Player AirboneState ");
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}
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public override void Update()
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{
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HandlePlayerMovement();
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CheckForStateBreak();
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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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}
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public override void Exit()
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{
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Debug.Log("Exiting Player AriboneState");
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}
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//Airbone Functions
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private void HandlePlayerMovement()
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{
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runner.Move(inputReader.moveInput, playerConfig.moveSpeed);
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}
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private void HandlePlayerRotation()
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{
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runner.RotateCamera(inputReader.lookInput);
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}
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private void CheckForStateBreak()
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{
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if (runner.playerController.isGrounded)
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{
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runner.ChangeState(new LocomotionState(runner));
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 6149b00abd3711242a957f9998722255
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68
Assets/Darkmatter/Code/Domain/Player/LocomotionState.cs
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68
Assets/Darkmatter/Code/Domain/Player/LocomotionState.cs
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using Darkmatter.Core;
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using System;
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using UnityEngine;
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namespace Darkmatter.Domain
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{
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public class LocomotionState : State<PlayerStateMachine>
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{
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public LocomotionState(PlayerStateMachine runner) : base(runner) { }
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private IInputReader inputReader => runner.inputReader;
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private PlayerConfigSO playerConfig => runner.playerConfig;
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private IPlayerAnim playerAnim => runner.playerAnim;
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public override void Enter()
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{
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Debug.Log("Starting player Locomotion");
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inputReader.OnJumpPerformed += HandlePlayerJump;
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}
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public override void Update()
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{
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HandlePlayerMovement();
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CheckForStateBreak();
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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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}
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public override void Exit()
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{
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Debug.Log("Exiting Player Locomotion State");
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inputReader.OnJumpPerformed -= HandlePlayerJump;
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}
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//Locomotion Functions
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private void CheckForStateBreak()
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{
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if (!runner.playerController.isGrounded)
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{
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runner.ChangeState(new AirboneState(runner));
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}
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}
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private void HandlePlayerRotation()
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{
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runner.RotateCamera(inputReader.lookInput);
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}
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private void HandlePlayerMovement()
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{
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runner.Move(inputReader.moveInput, playerConfig.moveSpeed);
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}
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private void HandlePlayerJump()
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{
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runner.playerController.Jump(playerConfig.jumpForce);
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playerAnim.PlayJumpAnim();
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}
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}
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}
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fileFormatVersion: 2
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guid: 961ad68a3149563478180fcf9d2465b6
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25
Assets/Darkmatter/Code/Domain/Player/PlayerController.cs
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25
Assets/Darkmatter/Code/Domain/Player/PlayerController.cs
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using VContainer;
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using VContainer.Unity;
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namespace Darkmatter.Domain
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{
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public class PlayerController : IStartable, ITickable, ILateTickable
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{
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[Inject] private PlayerStateMachine psm;
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public void LateTick()
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{
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psm.LateUpdate();
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}
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public void Start()
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{
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psm.ChangeState(new LocomotionState(psm));
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}
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public void Tick()
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{
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psm.Update();
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}
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}
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}
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fileFormatVersion: 2
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guid: 4b238eafe4c049642ae43f347d61a607
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51
Assets/Darkmatter/Code/Domain/Player/PlayerStateMachine.cs
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51
Assets/Darkmatter/Code/Domain/Player/PlayerStateMachine.cs
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using Darkmatter.Core;
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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 PlayerStateMachine : StateMachine
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{
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[Inject] public readonly IPlayerPawn playerController;
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[Inject] public readonly IInputReader inputReader;
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[Inject] public readonly IPlayerAnim playerAnim;
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[Inject] public readonly PlayerConfigSO playerConfig;
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[Inject] public readonly CameraConfigSO cameraConfig;
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private Vector3 moveDir;
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private float Yaw;
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private float pitch;
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public void Move(Vector2 moveInputDir, float moveSpeed)
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{
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//player movement with reference to camera
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Vector3 cameraForward = playerController.mainCamera.transform.forward;
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Vector3 cameraRight = playerController.mainCamera.transform.right;
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cameraForward.y = 0f;
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cameraRight.y = 0f;
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cameraForward.Normalize();
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cameraRight.Normalize();
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moveDir = cameraRight * moveInputDir.x + cameraForward * moveInputDir.y;
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playerController.Move(moveDir * moveSpeed);
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playerAnim.PlayMovementAnim(moveInputDir);
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}
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public void RotateCamera(Vector2 lookInput)
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{
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//camera rotation logic
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if (lookInput.sqrMagnitude > 0.01f)
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{
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Yaw += lookInput.x * cameraConfig.lookSensitivity * Time.deltaTime;
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pitch -= lookInput.y * cameraConfig.lookSensitivity * Time.deltaTime;
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}
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pitch = Mathf.Clamp(pitch, cameraConfig.bottomClampAngle, cameraConfig.topClampAngle);
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playerController.SetCameraRotation(pitch, Yaw);
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ad95801e56eb04840a1f2e4b2101b236
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