2017-05-08 23:14:30 +02:00
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using UnityEngine;
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2017-05-08 23:03:02 +02:00
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namespace Cyber.Entities {
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/// <summary>
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/// A syncable component that all characters have. Controls the character's subsystems.
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/// </summary>
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public class Character : SyncBase {
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/// <summary>
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/// How fast the player should move in Unity's spatial units per second.
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/// </summary>
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public float MovementSpeed = 5.0f;
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/// <summary>
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/// The character controller, used to move the character. Handles collisions.
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/// </summary>
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public CharacterController CharacterController;
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private Vector3 MovementDirection = new Vector3();
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/// <summary>
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/// Moves the character in the given direction.
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/// </summary>
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/// <param name="Direction">Movement direction.</param>
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public void Move(Vector3 Direction) {
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if (!Direction.Equals(MovementDirection)) {
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MovementDirection = Direction.normalized;
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}
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}
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/// <summary>
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/// Stops the player from moving.
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/// </summary>
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public void Stop() {
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if (Moving()) {
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MovementDirection = new Vector3();
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}
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}
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/// <summary>
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/// Whether the player is moving or not.
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/// </summary>
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public bool Moving() {
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return MovementDirection.sqrMagnitude != 0;
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}
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private void FixedUpdate() {
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CharacterController.Move(MovementDirection * MovementSpeed * Time.fixedDeltaTime);
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}
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}
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}
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