Player Animations
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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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