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using UnityEngine;
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[RequireComponent(typeof(CharacterController))]
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public class SimplePlayerController : MonoBehaviour
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{
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[Header("Movement")]
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public float moveSpeed = 5.5f;
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public float sprintSpeed = 7.5f;
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public float jumpHeight = 1.4f;
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public float gravity = -22f;
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public float rotationSmoothTime = 0.08f;
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[Header("Camera")]
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public Transform cameraPivot;
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public Camera playerCamera;
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public float cameraDistance = 5.5f;
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public float mouseSensitivity = 2.2f;
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public float minPitch = -25f;
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public float maxPitch = 65f;
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private CharacterController controller;
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private float verticalVelocity;
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private float yaw;
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private float pitch = 20f;
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private float rotationVelocity;
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private void Awake()
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{
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controller = GetComponent<CharacterController>();
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if (cameraPivot == null)
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{
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GameObject pivot = new GameObject("Camera Pivot");
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pivot.transform.SetParent(transform);
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pivot.transform.localPosition = new Vector3(0f, 1.45f, 0f);
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cameraPivot = pivot.transform;
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}
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if (playerCamera == null)
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{
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playerCamera = Camera.main;
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}
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if (playerCamera != null)
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{
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playerCamera.transform.SetParent(null);
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}
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yaw = transform.eulerAngles.y;
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}
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private void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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private void Update()
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{
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bool uiBlocksMovement =
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DialogueUI.Instance != null && DialogueUI.Instance.IsOpen ||
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QuestLogUI.Instance != null && QuestLogUI.Instance.IsOpen;
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if (uiBlocksMovement)
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{
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ApplyCamera();
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return;
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}
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HandleLook();
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HandleMovement();
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ApplyCamera();
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}
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private void HandleLook()
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{
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yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
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pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
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pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
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}
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private void HandleMovement()
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{
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bool grounded = controller.isGrounded;
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if (grounded && verticalVelocity < 0f)
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{
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verticalVelocity = -2f;
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}
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Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
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input = Vector2.ClampMagnitude(input, 1f);
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Vector3 cameraForward = Quaternion.Euler(0f, yaw, 0f) * Vector3.forward;
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Vector3 cameraRight = Quaternion.Euler(0f, yaw, 0f) * Vector3.right;
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Vector3 move = cameraForward * input.y + cameraRight * input.x;
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if (move.sqrMagnitude > 0.001f)
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{
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float targetAngle = Mathf.Atan2(move.x, move.z) * Mathf.Rad2Deg;
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float smoothAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref rotationVelocity, rotationSmoothTime);
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transform.rotation = Quaternion.Euler(0f, smoothAngle, 0f);
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}
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if (Input.GetButtonDown("Jump") && grounded)
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{
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verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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verticalVelocity += gravity * Time.deltaTime;
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float speed = Input.GetKey(KeyCode.LeftShift) ? sprintSpeed : moveSpeed;
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Vector3 velocity = move * speed + Vector3.up * verticalVelocity;
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controller.Move(velocity * Time.deltaTime);
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}
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private void ApplyCamera()
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{
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if (playerCamera == null || cameraPivot == null)
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{
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return;
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}
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Quaternion rotation = Quaternion.Euler(pitch, yaw, 0f);
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Vector3 pivot = cameraPivot.position;
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Vector3 desiredPosition = pivot - rotation * Vector3.forward * cameraDistance;
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if (Physics.Linecast(pivot, desiredPosition, out RaycastHit hit, ~0, QueryTriggerInteraction.Ignore)
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&& !hit.transform.IsChildOf(transform))
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{
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desiredPosition = hit.point + hit.normal * 0.25f;
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}
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playerCamera.transform.position = desiredPosition;
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playerCamera.transform.rotation = rotation;
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}
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}
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