fgm24/Assets/Scripts/Player/Movement/PlayerMovement.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
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using System.Linq;
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using UnityEngine.InputSystem.DualShock;
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[RequireComponent(typeof(PlayerInput))]
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public class PlayerMovement : MonoBehaviour
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{
public float moveSpeed = 5f;
private Rigidbody2D rb;
private bool right = false;
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[Header("Whipping")]
[SerializeField]
//RopeWhipAttack whipAttack;
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public float whipSmashSpeed = 2f;
public float whipSmashDamageMult = 2f;
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[SerializeField]
private float whipMoveSpeed = 25f;
[SerializeField]
private float maxWhipMoveSpeed = 30f;
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private IMoveData playerInput;
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private HealthComponent hp;
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private PlayerCollideAttack attack;
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private void Start()
{
rb = GetComponent<Rigidbody2D>();
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hp = GetComponent<HealthComponent>();
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attack = GetComponent<PlayerCollideAttack>();
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// Try to get middleman first
if (TryGetComponent(out ReconciliationPlayerControllerMiddleman middleman))
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{
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playerInput = middleman;
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}
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else
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{
Debug.LogWarning("[Network][Movement] Could not find input middleman. Defaulting back to normal player input");
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playerInput = GetComponent<PlayerInput>();
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}
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playerInput.OnNewMoveData += PlayerInput_OnNewMoveData;
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}
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private void PlayerInput_OnNewMoveData(MoveData moveData)
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{
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rb.AddForce(moveData.Movement * moveSpeed);
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}
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void OnCollisionStay2D(Collision2D collision)
{
if (collision.collider.gameObject.CompareTag("Enemy"))
{ // Other object is an enemy
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hp.TakeDamage(1f);
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}
}
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}