test
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@@ -181,6 +181,19 @@ public class InventoryItemFactory : MonoBehaviour
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rb.linearVelocity = velocity.Value + (Vector3.up * (config?.dropForce ?? 2f));
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}
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// Если у ItemData нет связанной модели — создаём простой визуал (куб)
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if (itemData != null && itemData.modelPrefab == null && worldItem != null)
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{
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var visual = GameObject.CreatePrimitive(PrimitiveType.Cube);
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visual.name = "Visual";
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visual.transform.SetParent(worldItem.transform, false);
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visual.transform.localPosition = Vector3.zero;
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visual.transform.localScale = Vector3.one * 0.3f;
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// Удаляем лишний коллайдер на визуале
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var col = visual.GetComponent<Collider>();
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if (col != null) GameObject.Destroy(col);
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}
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return worldItem;
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}
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@@ -1,6 +1,7 @@
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.Events;
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using System.IO;
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public class InventoryManager : MonoBehaviour
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{
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@@ -108,37 +109,22 @@ public class InventoryManager : MonoBehaviour
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var eventsGO = new GameObject("InventoryEvents");
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eventsGO.AddComponent<InventoryEvents>();
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}
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// Попробуем загрузить сохранённый инвентарь
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LoadFromFile();
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// Ensure PlayerInput exists and subscribe to input events
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if (PlayerInput.Instance == null)
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{
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var go = new GameObject("PlayerInput");
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go.AddComponent<PlayerInput>();
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}
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PlayerInput.Instance.OnToggleInventory += ToggleInventory;
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PlayerInput.Instance.OnDropPressed += DropSelectedItem;
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PlayerInput.Instance.OnHotbarSelect += SelectHotbarSlot;
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}
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void Update()
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{
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// Toggle инвентаря на Tab
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if (Input.GetKeyDown(KeyCode.Tab))
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{
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ToggleInventory();
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}
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// Закрыть на Escape
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if (Input.GetKeyDown(KeyCode.Escape) && inventoryPanel != null && inventoryPanel.activeSelf)
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{
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ToggleInventory();
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}
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// Горячие клавиши 1-9 для хотбара
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for (int i = 0; i < 9; i++)
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{
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if (Input.GetKeyDown(KeyCode.Alpha1 + i))
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{
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SelectHotbarSlot(i);
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}
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}
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// Выброс предмета на Q
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if (Input.GetKeyDown(KeyCode.Q))
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{
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DropSelectedItem();
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}
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}
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public void ToggleInventory()
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{
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@@ -151,11 +137,15 @@ public class InventoryManager : MonoBehaviour
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{
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Cursor.lockState = CursorLockMode.None;
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InventoryEvents.Instance?.OnInventoryOpened?.Invoke();
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if (PlayerInput.Instance != null)
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PlayerInput.Instance.Enabled = false;
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}
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else
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{
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Cursor.lockState = CursorLockMode.Locked;
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InventoryEvents.Instance?.OnInventoryClosed?.Invoke();
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if (PlayerInput.Instance != null)
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PlayerInput.Instance.Enabled = true;
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}
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}
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}
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@@ -568,6 +558,49 @@ public class InventoryManager : MonoBehaviour
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return JsonUtility.ToJson(inventoryData, true);
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}
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/// <summary>
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/// Сохранить инвентарь в файл (Application.persistentDataPath)
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/// </summary>
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public void SaveToFile()
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{
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try
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{
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string json = ExportToJson();
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string path = Path.Combine(Application.persistentDataPath, "inventory_save.json");
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File.WriteAllText(path, json);
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Debug.Log($"[InventoryManager] Saved inventory to: {path}");
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"[InventoryManager] Failed to save inventory: {ex}");
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}
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}
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/// <summary>
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/// Загрузить инвентарь из файла (если есть)
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/// </summary>
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public void LoadFromFile()
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{
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try
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{
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string path = Path.Combine(Application.persistentDataPath, "inventory_save.json");
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if (File.Exists(path))
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{
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string json = File.ReadAllText(path);
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ImportFromJson(json);
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Debug.Log($"[InventoryManager] Loaded inventory from: {path}");
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}
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else
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{
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Debug.Log("[InventoryManager] No save file found.");
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"[InventoryManager] Failed to load inventory: {ex}");
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}
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}
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public void ImportFromJson(string json)
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{
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var inventoryData = JsonUtility.FromJson<InventorySaveData>(json);
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@@ -598,4 +631,9 @@ public class InventoryManager : MonoBehaviour
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public string itemId;
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public int amount;
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}
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void OnApplicationQuit()
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{
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SaveToFile();
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}
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}
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@@ -90,7 +90,6 @@ public class InventorySceneSetup
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// Компонент предмета
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var worldItem = itemGO.AddComponent<WorldItem>();
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worldItem.pickupDelay = 0f; // мгновенный подбор
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worldItem.useFactory = false;
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// Тестовые данные
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@@ -101,8 +100,8 @@ public class InventorySceneSetup
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testItem.type = ItemType.Material;
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testItem.maxStack = 64;
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worldItem.itemData = testItem;
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worldItem.amount = 5;
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// Используем Setup чтобы инициализировать визуал и включить мгновенный подбор
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worldItem.Setup(testItem, 5);
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// Коллайдер для подбора (trigger для обычных коллайдеров)
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var box = itemGO.AddComponent<BoxCollider>();
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@@ -141,6 +140,15 @@ public class InventorySceneSetup
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canvas.sortingOrder = 100;
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canvasGO.AddComponent<GraphicRaycaster>();
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// Ensure EventSystem exists for UI interaction
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var existingES = GameObject.FindObjectOfType<UnityEngine.EventSystems.EventSystem>();
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if (existingES == null)
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{
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var es = new GameObject("EventSystem");
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es.AddComponent<UnityEngine.EventSystems.EventSystem>();
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es.AddComponent<UnityEngine.EventSystems.StandaloneInputModule>();
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}
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// Создаём панель инвентаря
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var inventoryPanel = CreatePanel(canvasGO.transform, "InventoryPanel", new Color(0.15f, 0.15f, 0.15f, 0.95f));
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var inventoryRect = inventoryPanel.GetComponent<RectTransform>();
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79
Assets/charecter-controller/scripts/PlayerInput.cs
Normal file
79
Assets/charecter-controller/scripts/PlayerInput.cs
Normal file
@@ -0,0 +1,79 @@
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using UnityEngine;
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using System;
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public class PlayerInput : MonoBehaviour
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{
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public static PlayerInput Instance { get; private set; }
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// Continuous axes
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public float MouseX { get; private set; }
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public float MouseY { get; private set; }
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public float Horizontal { get; private set; }
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public float Vertical { get; private set; }
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// Continuous states
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public bool Crouch { get; private set; }
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public bool Run { get; private set; }
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// Events for discrete actions
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public event Action OnToggleInventory;
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public event Action OnDropPressed;
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public event Action OnPickupPressed;
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public event Action OnJumpPressed;
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public event Action<int> OnHotbarSelect;
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public bool Enabled { get; set; } = true;
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void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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else
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{
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Destroy(gameObject);
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}
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}
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void Update()
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{
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// Always allow toggle inventory (Tab/Escape) even when input is disabled
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if (Input.GetKeyDown(KeyCode.Tab) || Input.GetKeyDown(KeyCode.Escape))
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OnToggleInventory?.Invoke();
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if (!Enabled) return;
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// Axes
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MouseX = Input.GetAxis("Mouse X");
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MouseY = Input.GetAxis("Mouse Y");
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Horizontal = Input.GetAxisRaw("Horizontal");
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Vertical = Input.GetAxisRaw("Vertical");
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// Continuous keys
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Crouch = Input.GetKey(KeyCode.C);
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Run = Input.GetKey(KeyCode.LeftShift);
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// Discrete actions
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if (Input.GetButtonDown("Jump"))
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OnJumpPressed?.Invoke();
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if (Input.GetKeyDown(KeyCode.Tab))
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OnToggleInventory?.Invoke();
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if (Input.GetKeyDown(KeyCode.Q))
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OnDropPressed?.Invoke();
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if (Input.GetKeyDown(KeyCode.E))
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OnPickupPressed?.Invoke();
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for (int i = 0; i < 9; i++)
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{
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if (Input.GetKeyDown(KeyCode.Alpha1 + i))
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{
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OnHotbarSelect?.Invoke(i);
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}
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}
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}
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}
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2
Assets/charecter-controller/scripts/PlayerInput.cs.meta
Normal file
2
Assets/charecter-controller/scripts/PlayerInput.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: cb5fd82e043d6694e90df66d2b3f267a
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@@ -31,6 +31,7 @@ public class charecter : MonoBehaviour
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float _headYaw;
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float _pitch;
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Quaternion _headBindPose;
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bool _jumpRequested = false;
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// Animator parameter hashes — no hardcoded strings at runtime
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static readonly int HashSpeed = Animator.StringToHash("Speed");
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@@ -49,22 +50,28 @@ public class charecter : MonoBehaviour
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_bodyYaw = transform.eulerAngles.y;
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_headYaw = _bodyYaw;
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_headBindPose = head.localRotation;
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// Ensure PlayerInput exists and subscribe to events
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if (PlayerInput.Instance == null)
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{
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var go = new GameObject("PlayerInput");
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go.AddComponent<PlayerInput>();
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}
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PlayerInput.Instance.OnPickupPressed += () => TryPickupNearbyItem();
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PlayerInput.Instance.OnJumpPressed += () => { _jumpRequested = true; };
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}
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void Update()
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{
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HandleLook();
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HandleMovement();
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HandlePickup();
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}
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// ── Item Pickup ───────────────────────────────────────────────────────────
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void HandlePickup()
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{
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if (Input.GetKeyDown(KeyCode.E))
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{
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TryPickupNearbyItem();
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}
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// Input moved to PlayerInput events
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}
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void TryPickupNearbyItem()
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@@ -115,19 +122,24 @@ public class charecter : MonoBehaviour
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// ── Mouse look ────────────────────────────────────────────────────────────
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void HandleLook()
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{
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_headYaw += Input.GetAxis("Mouse X") * mouseSensitivity;
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_pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
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var input = PlayerInput.Instance;
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if (input != null)
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{
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_headYaw += input.MouseX * mouseSensitivity;
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_pitch -= input.MouseY * mouseSensitivity;
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}
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_pitch = Mathf.Clamp(_pitch, -maxPitch, maxPitch);
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}
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// ── Movement ──────────────────────────────────────────────────────────────
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void HandleMovement()
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{
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float h = Input.GetAxisRaw("Horizontal");
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float v = Input.GetAxisRaw("Vertical");
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var input = PlayerInput.Instance;
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float h = input != null ? input.Horizontal : Input.GetAxisRaw("Horizontal");
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float v = input != null ? input.Vertical : Input.GetAxisRaw("Vertical");
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bool isCrouching = Input.GetKey(KeyCode.C);
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bool isRunning = Input.GetKey(KeyCode.LeftShift) && !isCrouching;
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bool isCrouching = input != null ? input.Crouch : Input.GetKey(KeyCode.C);
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bool isRunning = input != null ? input.Run && !isCrouching : Input.GetKey(KeyCode.LeftShift) && !isCrouching;
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bool isMoving = (h * h + v * v) > 0.01f;
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float speed = isCrouching ? crouchSpeed : isRunning ? runSpeed : walkSpeed;
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@@ -147,11 +159,12 @@ public class charecter : MonoBehaviour
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{
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if (_verticalVelocity < 0f) _verticalVelocity = -2f;
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if (Input.GetButtonDown("Jump") && !isCrouching)
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if (_jumpRequested && !isCrouching)
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{
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_verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity);
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_anim?.SetTrigger(HashJump);
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}
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_jumpRequested = false;
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}
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_verticalVelocity += gravity * Time.deltaTime;
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