test
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79
Assets/charecter-controller/scripts/PlayerInput.cs
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79
Assets/charecter-controller/scripts/PlayerInput.cs
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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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