280 lines
9.8 KiB
C#
280 lines
9.8 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BNG {
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public class PlayerClimbing : MonoBehaviour {
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[Header("Climbing Transforms")]
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public Transform LeftControllerTransform;
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public Transform RightControllerTransform;
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[Header("Capsule Settings")]
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[Tooltip("Set the player's capsule collider height to this amount while climbing. This can allow you to shorten the capsule collider a bit, making it easier to navigate over ledges.")]
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public float ClimbingCapsuleHeight = 0.5f;
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[Tooltip("Set the player's capsule collider capsule center to this amount while climbing.")]
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public float ClimbingCapsuleCenter = -0.25f;
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[Header("Haptics")]
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public bool ApplyHapticsOnGrab = true;
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[Tooltip("Frequency of haptics to play on grab if 'ApplyHapticsOnGrab' is true")]
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public float VibrateFrequency = 0.3f;
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[Tooltip("Amplitute of haptics to play on grab if 'ApplyHapticsOnGrab' is true")]
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public float VibrateAmplitude = 0.1f;
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[Tooltip("Duration of haptics to play on grab if 'ApplyHapticsOnGrab' is true")]
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public float VibrateDuration = 0.1f;
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// Any climber grabbers in use
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List<Grabber> climbers;
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bool wasGrippingClimbable;
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CharacterController characterController;
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SmoothLocomotion smoothLocomotion;
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PlayerGravity playerGravity;
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Rigidbody playerRigid;
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public bool IsRigidbodyPlayer {
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get {
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if (_checkedRigidPlayer) {
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return _isRigidPlayer;
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}
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else {
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_isRigidPlayer = smoothLocomotion != null && smoothLocomotion.ControllerType == PlayerControllerType.Rigidbody;
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_checkedRigidPlayer = true;
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return _isRigidPlayer;
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}
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}
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}
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bool _checkedRigidPlayer = false;
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bool _isRigidPlayer = false;
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[Header("Shown for Debug : ")]
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/// <summary>
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/// Whether or not we are currently holding on to something climbable with 1 or more grabbers
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/// </summary>
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public bool GrippingClimbable = false;
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private Vector3 moveDirection = Vector3.zero;
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Vector3 previousLeftControllerPosition;
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Vector3 previousRightControllerPosition;
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Vector3 controllerMoveAmount;
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// Start is called before the first frame update
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public void Start() {
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climbers = new List<Grabber>();
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characterController = GetComponentInChildren<CharacterController>();
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smoothLocomotion = GetComponentInChildren<SmoothLocomotion>();
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playerGravity = GetComponentInChildren<PlayerGravity>();
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playerRigid = GetComponent<Rigidbody>();
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}
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public void LateUpdate() {
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checkClimbing();
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// Update Controller Positions
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if (LeftControllerTransform != null) {
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previousLeftControllerPosition = LeftControllerTransform.position;
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}
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if (RightControllerTransform != null) {
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previousRightControllerPosition = RightControllerTransform.position;
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}
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}
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public virtual void AddClimber(Climbable climbable, Grabber grab) {
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if (climbers == null) {
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climbers = new List<Grabber>();
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}
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if (!climbers.Contains(grab)) {
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if (grab.DummyTransform == null) {
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GameObject go = new GameObject();
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go.transform.name = "DummyTransform";
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go.transform.parent = grab.transform;
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go.transform.position = grab.transform.position;
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go.transform.localEulerAngles = Vector3.zero;
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grab.DummyTransform = go.transform;
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}
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// Set parent to whatever we grabbed. This way we can follow the object around if it moves
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grab.DummyTransform.parent = climbable.transform;
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grab.PreviousPosition = grab.DummyTransform.position;
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// Play haptics
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if(ApplyHapticsOnGrab) {
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InputBridge.Instance.VibrateController(VibrateFrequency, VibrateAmplitude, VibrateDuration, grab.HandSide);
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}
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climbers.Add(grab);
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}
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}
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public virtual void RemoveClimber(Grabber grab) {
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if (climbers.Contains(grab)) {
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// Reset grabbable parent
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grab.DummyTransform.parent = grab.transform;
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grab.DummyTransform.localPosition = Vector3.zero;
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climbers.Remove(grab);
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}
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}
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public virtual bool GrippingAtLeastOneClimbable() {
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if (climbers != null && climbers.Count > 0) {
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for (int x = 0; x < climbers.Count; x++) {
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// Climbable is still being held
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if (climbers[x] != null && climbers[x].HoldingItem) {
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return true;
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}
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}
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// If we made it through every climber and none were valid, reset the climbers
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climbers = new List<Grabber>();
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}
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return false;
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}
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protected virtual void checkClimbing() {
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GrippingClimbable = GrippingAtLeastOneClimbable();
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// Check events
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if (GrippingClimbable && !wasGrippingClimbable) {
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onGrabbedClimbable();
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}
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if (wasGrippingClimbable && !GrippingClimbable) {
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onReleasedClimbable();
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}
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if (GrippingClimbable) {
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moveDirection = Vector3.zero;
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int count = 0;
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float length = climbers.Count;
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for (int i = 0; i < length; i++) {
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Grabber climber = climbers[i];
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if (climber != null && climber.HoldingItem) {
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// Add hand offsets
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if (climber.HandSide == ControllerHand.Left) {
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controllerMoveAmount = previousLeftControllerPosition - LeftControllerTransform.position;
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}
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else {
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controllerMoveAmount = previousRightControllerPosition - RightControllerTransform.position;
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}
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// Always use last grabbed hand
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if (count == length - 1) {
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moveDirection = controllerMoveAmount;
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// Check if Climbable object moved position
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moveDirection -= climber.PreviousPosition - climber.DummyTransform.position;
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}
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count++;
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}
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}
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// Apply movement to player
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if (smoothLocomotion) {
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if(smoothLocomotion.ControllerType == PlayerControllerType.CharacterController) {
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smoothLocomotion.MoveCharacter(moveDirection);
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}
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else if(smoothLocomotion.ControllerType == PlayerControllerType.Rigidbody) {
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DoPhysicalClimbing();
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}
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}
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else if(characterController) {
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characterController.Move(moveDirection);
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}
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}
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// Update any climber previous position
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for (int x = 0; x < climbers.Count; x++) {
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Grabber climber = climbers[x];
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if (climber != null && climber.HoldingItem) {
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if (climber.DummyTransform != null) {
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// Use climber position if possible
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climber.PreviousPosition = climber.DummyTransform.position;
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}
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else {
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climber.PreviousPosition = climber.transform.position;
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}
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}
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}
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wasGrippingClimbable = GrippingClimbable;
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}
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void DoPhysicalClimbing() {
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int count = 0;
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float length = climbers.Count;
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Vector3 movementVelocity = Vector3.zero;
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for (int i = 0; i < length; i++) {
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Grabber climber = climbers[i];
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if (climber != null && climber.HoldingItem) {
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Vector3 positionDelta = climber.transform.position - climber.DummyTransform.position;
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// Always use last grabbed hand
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if (count == length - 1) {
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movementVelocity = positionDelta;
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// Check if Climbable object moved position
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movementVelocity -= climber.PreviousPosition - climber.DummyTransform.position;
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}
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count++;
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}
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}
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if(movementVelocity.magnitude > 0) {
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playerRigid.velocity = Vector3.MoveTowards(playerRigid.velocity, (-movementVelocity * 2000f) * Time.fixedDeltaTime, 1f);
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}
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}
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void onGrabbedClimbable() {
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// Don't allow player movement while climbing
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if (smoothLocomotion) {
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smoothLocomotion.DisableMovement();
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}
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// No gravity on the player while climbing
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if (playerGravity) {
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playerGravity.ToggleGravity(false);
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}
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}
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void onReleasedClimbable() {
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// Reset back to our original values
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if (smoothLocomotion) {
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smoothLocomotion.EnableMovement();
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}
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// Gravity back to normal
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if (playerGravity) {
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playerGravity.ToggleGravity(true);
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}
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}
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}
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}
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