add unity project
add SOLID examples
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using System;
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using UnityEngine;
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namespace DefaultNamespace.NonSolid
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{
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[RequireComponent(typeof(CharacterController))]
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public class PlayerController : MonoBehaviour
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{
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[SerializeField] private float _speed = 10.0f;
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[SerializeField] private float _rotationSpeed = 60.0f;
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[SerializeField] private Transform _shootSpawn;
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[SerializeField] private Rigidbody _projectilePrefab;
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[SerializeField] private float _shootForce = 10.0f;
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[SerializeField] private FireType _fireType = FireType.Bullet;
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private CharacterController _controller;
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private Vector3 _movement = Vector3.zero;
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private float _rotation = 0.0f;
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private bool _isFiring = false;
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private void Awake()
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{
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_controller = GetComponent<CharacterController>();
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}
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private void Update()
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{
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HandleInput();
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Move();
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Fire();
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}
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private void HandleInput()
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{
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_movement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
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_movement *= _speed * Time.deltaTime;
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_rotation = Input.GetAxis("Mouse X") * _rotationSpeed * Time.deltaTime;
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_isFiring = _isFiring || Input.GetButtonDown("Fire1");
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}
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private void Move()
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{
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_controller.Move(_movement);
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_controller.transform.Rotate(Vector3.up, _rotation);
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}
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private void Fire()
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{
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if (!_isFiring) return;
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_isFiring = false;
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switch (_fireType)
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{
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case FireType.Bullet:
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Rigidbody projectile = Instantiate(_projectilePrefab, _shootSpawn.position, _shootSpawn.rotation);
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projectile.AddForce(_shootSpawn.forward * _shootForce, ForceMode.Impulse);
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break;
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case FireType.Spell:
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break;
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case FireType.Arrow:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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}
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