Add Unity materials and prefabs for game objects for SOLID
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@@ -0,0 +1,90 @@
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using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace 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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[Header("Movement")]
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[SerializeField] private float _speed = 10.0f;
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[SerializeField] private float _rotationSpeed = 60.0f;
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[Header("Firing")]
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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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[Header("Inputs")]
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[SerializeField] private InputActionReference _movementInputAction;
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[SerializeField] private InputActionReference _rotationInputAction;
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[SerializeField] private InputActionReference _fireInputAction;
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private CharacterController _characterController;
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private Vector2 _movement;
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private Vector2 _rotation;
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private void Awake()
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{
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_characterController = GetComponent<CharacterController>();
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}
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private void OnEnable()
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{
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_movementInputAction.action.Enable();
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_rotationInputAction.action.Enable();
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_fireInputAction.action.Enable();
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_fireInputAction.action.performed += OnFireActionPerformed;
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}
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private void OnDisable()
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{
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_movementInputAction.action.Disable();
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_rotationInputAction.action.Disable();
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_fireInputAction.action.Disable();
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_fireInputAction.action.performed -= OnFireActionPerformed;
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}
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private void Update()
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{
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HandleInput();
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MoveAndRotate();
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}
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private void HandleInput()
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{
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_movement = _movementInputAction.action.ReadValue<Vector2>();
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_rotation = _rotationInputAction.action.ReadValue<Vector2>();
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}
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private void MoveAndRotate()
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{
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transform.Rotate(0, _rotation.x * _rotationSpeed * Time.deltaTime, 0);
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_characterController.Move(new Vector3(_movement.x, 0, _movement.y) * (_speed * Time.deltaTime));
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}
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private void Fire()
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{
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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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private void OnFireActionPerformed(InputAction.CallbackContext ctx)
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{
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Fire();
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}
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}
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}
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