Merge branch 'main' into TrickSounds
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jumpActionName: Jump
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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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void DropObject(bool applyThrow)
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public void DropObject(bool applyThrow)
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{
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// Re-enable physics
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if (heldBody != null)
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@@ -10,7 +10,7 @@ public class PlayerPlatformerController : MonoBehaviour
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[SerializeField] private string actionMapName = "Player";
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[SerializeField] private string moveActionName = "Move";
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[SerializeField] private string jumpActionName = "Jump";
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[SerializeField] private string healActionName = "Crouch";
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[SerializeField] private string healActionName = "Heal";
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[SerializeField] private string controlSchemeName = "";
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[SerializeField] private int gamepadIndex = -1;
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[SerializeField] private float moveSpeed = 6f;
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@@ -19,6 +19,8 @@ public class PlayerPlatformerController : MonoBehaviour
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[SerializeField] private float groundCheckDistance = 0.05f;
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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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@@ -28,12 +30,17 @@ public class PlayerPlatformerController : MonoBehaviour
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private InputAction healAction;
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public float LastMoveX { get; private set; }
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private bool deviceFilterEnabled;
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private int healCoolDownTicks = 15;
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private int currentHealCoolDown = 0;
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private bool canHeal = true;
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private void Awake()
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{
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body = GetComponent<Rigidbody2D>();
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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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@@ -56,10 +63,12 @@ public class PlayerPlatformerController : MonoBehaviour
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var map = runtimeActions.FindActionMap(actionMapName, true);
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moveAction = map.FindAction(moveActionName, true);
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jumpAction = map.FindAction(jumpActionName, true);
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healAction = map.FindAction(healActionName, true);
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moveAction.Enable();
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jumpAction.Enable();
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jumpAction.performed += OnJumpPerformed;
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healAction.Enable();
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}
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private void OnDisable()
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@@ -75,6 +84,11 @@ public class PlayerPlatformerController : MonoBehaviour
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moveAction.Disable();
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}
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if (healAction != null)
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{
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healAction.Disable();
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}
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if (runtimeActions != null)
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{
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runtimeActions.Disable();
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@@ -86,6 +100,21 @@ 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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if (healAction == null) return;
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currentHealCoolDown++;
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if (currentHealCoolDown >= healCoolDownTicks)
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{
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currentHealCoolDown = 0;
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canHeal = true;
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}
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if (moveAction == null)
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{
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return;
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@@ -93,6 +122,28 @@ public class PlayerPlatformerController : MonoBehaviour
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if (playerStressController.isPanicking) return;
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if (healAction.IsPressed())
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{
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if (playerPickupController.heldObject != null)
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{
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playerPickupController.DropObject(false);
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if (canHeal)
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{
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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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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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{
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@@ -101,11 +152,28 @@ 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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private void OnJumpPerformed(InputAction.CallbackContext context)
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{
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if (playerStressController.isPanicking) return;
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if (playerStressController.isPanicking || healAction.IsPressed()) return;
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if (!IsGrounded())
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{
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@@ -116,6 +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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@@ -5,6 +5,8 @@ public class TrickCollisionManager : MonoBehaviour
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[SerializeField] private string trickLayerName = "Trick";
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[SerializeField] private string playerLayerName = "Player";
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[SerializeField] private string treatLayerName = "Treat";
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[SerializeField] private string destroyTag = "Destroy";
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private bool initialized;
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private void Awake()
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@@ -43,4 +45,10 @@ public class TrickCollisionManager : MonoBehaviour
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Physics2D.IgnoreLayerCollision(trickLayer, otherLayer, true);
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}
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private void onTriggerEnter2D(Collider2D destroy){
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if (destroy.CompareTag(destroyTag))
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{
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