Player Animations
This commit is contained in:
@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<!-- Generated file, do not modify, your changes will be overwritten (use AssetPostprocessor.OnGeneratedCSProject) -->
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<PropertyGroup>
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@@ -78,6 +78,7 @@
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<Compile Include="Assets\Scripts\CreditsInputHandler.cs" />
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<Compile Include="Assets\Scripts\LoseGuiController.cs" />
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<Compile Include="Assets\Scripts\HealthGUIController.cs" />
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<Compile Include="Assets\Scripts\PlayerAnimationController.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Assets\UI Toolkit\CreditsGUI.uxml" />
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@@ -135,6 +135,31 @@ AnimatorState:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1101 &-6621590539747483612
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name:
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m_Conditions:
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- m_ConditionMode: 1
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m_ConditionEvent: isCollapsed
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m_EventTreshold: 0
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: -1210443090960147805}
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m_Solo: 0
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionOffset: 0
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m_ExitTime: 0.7692308
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m_HasExitTime: 1
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!1101 &-6059084907828803585
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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@@ -172,6 +197,7 @@ AnimatorState:
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m_CycleOffset: 0
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m_Transitions:
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- {fileID: 3261478500395500566}
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- {fileID: -6621590539747483612}
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m_StateMachineBehaviours: []
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m_Position: {x: 50, y: 50, z: 0}
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m_IKOnFeet: 0
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@@ -251,9 +277,6 @@ AnimatorStateTransition:
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- m_ConditionMode: 1
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m_ConditionEvent: isJumping
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m_EventTreshold: 0
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- m_ConditionMode: 2
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m_ConditionEvent: isRunning
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m_EventTreshold: 0
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: -5449330869365902308}
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m_Solo: 0
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@@ -303,8 +326,7 @@ AnimatorState:
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m_Name: playerCollapse
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m_Speed: 1
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m_CycleOffset: 0
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m_Transitions:
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- {fileID: 7973517625427532113}
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m_Transitions: []
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m_StateMachineBehaviours: []
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m_Position: {x: 50, y: 50, z: 0}
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m_IKOnFeet: 0
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@@ -758,28 +780,3 @@ AnimatorStateTransition:
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!1101 &7973517625427532113
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name:
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m_Conditions:
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- m_ConditionMode: 2
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m_ConditionEvent: isCollapsed
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m_EventTreshold: 0
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: 7407206800022927606}
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m_Solo: 0
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionOffset: 0
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m_ExitTime: 0.8148148
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m_HasExitTime: 1
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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@@ -17,6 +17,7 @@ GameObject:
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- component: {fileID: 3659140714710275197}
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- component: {fileID: 9133098163257611752}
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- component: {fileID: 4619270190355407300}
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- component: {fileID: 72138333084358172}
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m_Layer: 6
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m_Name: Player
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m_TagString: Untagged
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@@ -275,6 +276,18 @@ Animator:
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m_AllowConstantClipSamplingOptimization: 1
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m_KeepAnimatorStateOnDisable: 0
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m_WriteDefaultValuesOnDisable: 0
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--- !u!114 &72138333084358172
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3937090937419967315}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: fdb391b004c27a64da8f6922aab5512e, type: 3}
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m_Name:
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m_EditorClassIdentifier: '::'
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--- !u!1 &6898135930931977916
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GameObject:
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m_ObjectHideFlags: 0
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@@ -1244,7 +1244,7 @@ AudioSource:
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m_PlayOnAwake: 1
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m_Volume: 1
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m_Pitch: 1
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Loop: 0
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Loop: 1
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Mute: 0
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Spatialize: 0
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SpatializePostEffects: 0
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@@ -3033,5 +3033,4 @@ SceneRoots:
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- {fileID: 2100000101}
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- {fileID: 2200000001}
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- {fileID: 491328828}
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- {fileID: 393625611}
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- {fileID: 738367608}
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@@ -0,0 +1,10 @@
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using UnityEngine;
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public class PlayerAnimationController : MonoBehaviour
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{
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// Update is called once per frame
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void Update()
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{
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: fdb391b004c27a64da8f6922aab5512e
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@@ -20,6 +20,7 @@ public class PlayerPlatformerController : MonoBehaviour
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private PlayerStressController playerStressController;
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private PlayerPickupController playerPickupController;
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private Animator animator;
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private Rigidbody2D body;
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private BoxCollider2D bodyCollider;
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@@ -39,6 +40,7 @@ public class PlayerPlatformerController : MonoBehaviour
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bodyCollider = GetComponent<BoxCollider2D>();
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playerStressController = GetComponent<PlayerStressController>();
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playerPickupController = GetComponent<PlayerPickupController>();
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animator = GetComponent<Animator>();
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}
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private void OnEnable()
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@@ -98,6 +100,11 @@ public class PlayerPlatformerController : MonoBehaviour
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private void FixedUpdate()
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{
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if(IsGrounded())
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{
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animator.SetBool("isJumping", false);
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}
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if (healAction == null) return;
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currentHealCoolDown++;
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@@ -117,19 +124,25 @@ public class PlayerPlatformerController : MonoBehaviour
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if (healAction.IsPressed())
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{
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if(playerPickupController.heldObject != null)
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animator.SetBool("isBreathing", true);
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if (playerPickupController.heldObject != null)
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{
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playerPickupController.DropObject(false);
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}
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if (canHeal)
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{
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playerStressController.ReduceStress(1f);
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playerStressController.ReduceStress(3f);
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canHeal = false;
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}
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return;
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}
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else
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{
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animator.SetBool("isBreathing", false);
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}
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var input = moveAction.ReadValue<Vector2>();
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if (Mathf.Abs(input.x) > 0.01f)
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@@ -139,6 +152,23 @@ public class PlayerPlatformerController : MonoBehaviour
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var velocity = body.linearVelocity;
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velocity.x = input.x * moveSpeed;
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body.linearVelocity = velocity;
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if(velocity.x != 0)
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{
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animator.SetBool("isRunning", true);
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if (velocity.x > 0 && IsGrounded())
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{
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transform.localScale = new Vector3(.25f, .25f, .25f);
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}
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else
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{
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transform.localScale = new Vector3(-.25f, .25f, .25f);
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}
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}
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else
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{
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animator.SetBool("isRunning", false);
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}
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}
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private void OnJumpPerformed(InputAction.CallbackContext context)
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@@ -154,6 +184,8 @@ public class PlayerPlatformerController : MonoBehaviour
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velocity.y = 0f;
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body.linearVelocity = velocity;
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body.AddForce(Vector2.up * jumpImpulse, ForceMode2D.Impulse);
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animator.SetBool("isJumping", true);
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}
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private bool ShouldFilterDevices()
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@@ -7,7 +7,8 @@ using UnityEngine;
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public class PlayerStressController : MonoBehaviour
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{
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public PlayerPickupController pickupController;
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private Animator animator;
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[Header("Stress Settings")]
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public float currentStress = 0f;
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public float maxStress = 100f;
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@@ -25,6 +26,7 @@ public class PlayerStressController : MonoBehaviour
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void Start()
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{
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animator = GetComponent<Animator>();
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// Start the repeating loop
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StartCoroutine(StressCheckLoop());
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}
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@@ -76,6 +78,8 @@ public class PlayerStressController : MonoBehaviour
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{
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isPanicking = true;
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animator.SetBool("isCollapsed", true);
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Debug.Log("Player is freaking out man!");
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// Add effects like screen shake or slowing down the player here
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OnPlayerPanic?.Invoke(); // Trigger the panic event
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