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using OTGIntegrated.Stats;
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using UnityEngine;
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namespace OTGIntegrated.Player
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{
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[RequireComponent(typeof(CharacterController))]
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public sealed class PlayerController : MonoBehaviour
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{
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[Header("Movement")]
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[SerializeField] private float rotationSpeed = 12f;
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[SerializeField] private float gravity = -24f;
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[Header("Camera")]
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public Transform cameraRoot;
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public Camera playerCamera;
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[SerializeField] private Vector3 cameraOffset = new Vector3(0f, 8.5f, -12.5f);
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[SerializeField] private float mouseSensitivity = 2.2f;
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private CharacterController characterController;
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private PlayerStats playerStats;
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private Vector3 velocity;
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private float cameraYaw;
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private bool inputEnabled = true;
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public bool InputEnabled => inputEnabled;
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public void Initialize(PlayerStats stats)
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{
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playerStats = stats != null ? stats : GetComponent<PlayerStats>();
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}
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private void Awake()
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{
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characterController = GetComponent<CharacterController>();
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if (playerStats == null)
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{
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playerStats = GetComponent<PlayerStats>();
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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 (cameraRoot == null)
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{
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GameObject root = new GameObject("CameraRoot");
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cameraRoot = root.transform;
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cameraRoot.position = transform.position;
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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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if (!inputEnabled)
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{
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return;
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}
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HandleCameraInput();
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HandleMovement();
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}
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private void LateUpdate()
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{
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UpdateCamera();
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}
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public void SetInputEnabled(bool enabled)
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{
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inputEnabled = enabled;
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if (!enabled)
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{
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velocity.x = 0f;
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velocity.z = 0f;
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}
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}
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public Vector3 GetAimForward()
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{
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Vector3 forward = playerCamera != null ? playerCamera.transform.forward : transform.forward;
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forward.y = 0f;
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return forward.sqrMagnitude > 0.001f ? forward.normalized : transform.forward;
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}
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private void HandleCameraInput()
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{
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cameraYaw += Input.GetAxis("Mouse X") * mouseSensitivity;
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}
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private void HandleMovement()
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{
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float horizontal = Input.GetAxisRaw("Horizontal");
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float vertical = Input.GetAxisRaw("Vertical");
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Vector3 input = new Vector3(horizontal, 0f, vertical);
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input = Vector3.ClampMagnitude(input, 1f);
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Quaternion yawRotation = Quaternion.Euler(0f, cameraYaw, 0f);
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Vector3 move = yawRotation * input;
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float moveSpeed = playerStats != null ? playerStats.MoveSpeed : 5f;
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if (move.sqrMagnitude > 0.001f)
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{
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Quaternion targetRotation = Quaternion.LookRotation(move, Vector3.up);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
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}
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if (characterController.isGrounded && velocity.y < 0f)
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{
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velocity.y = -2f;
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}
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velocity.y += gravity * Time.deltaTime;
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Vector3 motion = move * moveSpeed + Vector3.up * velocity.y;
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characterController.Move(motion * Time.deltaTime);
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}
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private void UpdateCamera()
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{
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if (cameraRoot == null)
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{
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return;
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}
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cameraRoot.position = transform.position;
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cameraRoot.rotation = Quaternion.Euler(0f, cameraYaw, 0f);
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if (playerCamera != null)
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{
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Vector3 offset = Quaternion.Euler(0f, cameraYaw, 0f) * cameraOffset;
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playerCamera.transform.position = transform.position + offset;
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playerCamera.transform.LookAt(transform.position + Vector3.up * 1.1f);
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}
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}
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}
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}
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