upgrade player movement and upgrade InputManager
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2 changed files with 52 additions and 73 deletions
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@ -82,37 +82,7 @@ namespace ZoFo.GameCore.GameManagers
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#endregion // Cheats
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#endregion // Cheats
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#region set ScopeState
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#region set ScopeState
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int currentSection = (int)Math.Ceiling(Math.Atan2(InputMovementDirection.Y,
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ConvertVector2ToState(InputMovementDirection);
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InputMovementDirection.X) * 180 / Math.PI * 16 / 360);
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switch(currentSection){
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case 1 or 0 or 16:
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currentScopeState = ScopeState.Right;
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break;
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case 2 or 3:
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currentScopeState = ScopeState.StraightRight;
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break;
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case 4 or 5:
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currentScopeState = ScopeState.Straight;
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break;
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case 6 or 7:
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currentScopeState = ScopeState.StraightLeft;
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break;
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case 8 or 9:
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currentScopeState = ScopeState.Left;
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break;
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case 10 or 11:
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currentScopeState = ScopeState.BackLeft;
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break;
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case 12 or 13:
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currentScopeState = ScopeState.Back;
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break;
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case 14 or 15:
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currentScopeState = ScopeState.BackRight;
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break;
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default:
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break;
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}
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#endregion
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#endregion
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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@ -171,48 +141,21 @@ namespace ZoFo.GameCore.GameManagers
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#region Обработка состояния объекта. Задает значение полю scopeState.
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#region Обработка состояния объекта. Задает значение полю scopeState.
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if (keyBoardState.IsKeyDown(Keys.Up) || keyBoardState.IsKeyDown(Keys.W))
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if (keyBoardState.IsKeyDown(Keys.Up) || keyBoardState.IsKeyDown(Keys.W))
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{
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{
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currentScopeState = ScopeState.Straight;
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InputMovementDirection += new Vector2(0, -1);
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InputMovementDirection = new Vector2(0, -1);
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}
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}
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else if (keyBoardState.IsKeyDown(Keys.Down) || keyBoardState.IsKeyDown(Keys.S))
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if (keyBoardState.IsKeyDown(Keys.Down) || keyBoardState.IsKeyDown(Keys.S))
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{
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{
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currentScopeState = ScopeState.Back;
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InputMovementDirection += new Vector2(0, 1);
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InputMovementDirection = new Vector2(0, 1);
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}
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}
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else if(keyBoardState.IsKeyDown(Keys.Left) || keyBoardState.IsKeyDown(Keys.A))
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if (keyBoardState.IsKeyDown(Keys.Right) || keyBoardState.IsKeyDown(Keys.D))
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{
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{
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currentScopeState = ScopeState.Left;
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InputMovementDirection += new Vector2(1, 0);
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InputMovementDirection = new Vector2(-1, 0);
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}
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}
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else if(keyBoardState.IsKeyDown(Keys.Right) || keyBoardState.IsKeyDown(Keys.D))
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if (keyBoardState.IsKeyDown(Keys.Left) || keyBoardState.IsKeyDown(Keys.A))
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{
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{
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currentScopeState = ScopeState.Right;
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InputMovementDirection += new Vector2(-1, 0);
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InputMovementDirection = new Vector2(1, 0);
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}
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else if(keyBoardState.IsKeyDown(Keys.Right) && keyBoardState.IsKeyDown(Keys.Up) ||
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keyBoardState.IsKeyDown(Keys.D) && keyBoardState.IsKeyDown(Keys.W))
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{
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currentScopeState = ScopeState.StraightRight;
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InputMovementDirection = new Vector2(1, 1);
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}
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else if(keyBoardState.IsKeyDown(Keys.Left) && keyBoardState.IsKeyDown(Keys.Up) ||
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keyBoardState.IsKeyDown(Keys.A) && keyBoardState.IsKeyDown(Keys.W))
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{
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currentScopeState = ScopeState.StraightLeft;
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InputMovementDirection = new Vector2(-1, 1);
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}
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else if(keyBoardState.IsKeyDown(Keys.Right) && keyBoardState.IsKeyDown(Keys.Down) ||
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keyBoardState.IsKeyDown(Keys.D) && keyBoardState.IsKeyDown(Keys.S))
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{
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currentScopeState = ScopeState.BackRight;
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InputMovementDirection = new Vector2(1, -1);
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}
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else if(keyBoardState.IsKeyDown(Keys.Left) && keyBoardState.IsKeyDown(Keys.Down) ||
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keyBoardState.IsKeyDown(Keys.A) && keyBoardState.IsKeyDown(Keys.S))
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{
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currentScopeState = ScopeState.BackLeft;
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InputMovementDirection = new Vector2(-1, -1);
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}
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}
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ConvertVector2ToState(InputMovementDirection);
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#endregion
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#endregion
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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@ -257,5 +200,40 @@ namespace ZoFo.GameCore.GameManagers
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DebugHUD.Instance.Set("controls", currentScopeState.ToString());
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DebugHUD.Instance.Set("controls", currentScopeState.ToString());
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}
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}
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#region работа с ScopeState и Vector2
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public ScopeState ConvertVector2ToState(Vector2 vector){
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int currentSection = (int)Math.Ceiling(Math.Atan2(InputMovementDirection.Y,
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InputMovementDirection.X) * 180 / Math.PI * 16 / 360);
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switch(currentSection){
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case 1 or 0 or 16:
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currentScopeState = ScopeState.Right;
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break;
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case 2 or 3:
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currentScopeState = ScopeState.StraightRight;
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break;
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case 4 or 5:
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currentScopeState = ScopeState.Straight;
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break;
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case 6 or 7:
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currentScopeState = ScopeState.StraightLeft;
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break;
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case 8 or 9:
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currentScopeState = ScopeState.Left;
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break;
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case 10 or 11:
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currentScopeState = ScopeState.BackLeft;
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break;
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case 12 or 13:
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currentScopeState = ScopeState.Back;
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break;
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case 14 or 15:
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currentScopeState = ScopeState.BackRight;
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break;
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default:
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break;
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}
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return currentScopeState;
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}
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#endregion
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}
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}
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}
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}
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@ -23,14 +23,15 @@ public class Player : LivingEntity
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private int health;
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private int health;
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public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(new List<string> { "player_look_down" }, "player_look_down");
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public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(new List<string> { "player_look_down" }, "player_look_down");
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private LootData lootData;
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private LootData lootData;
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//public bool isTryingToInteract { get; set; }
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public bool IsTryingToInteract { get; set; }
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public bool IsTryingToShoot { get; set; }
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public Player(Vector2 position) : base(position)
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public Player(Vector2 position) : base(position)
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{
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{
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graphicsComponent.ObjectDrawRectangle = new Rectangle(0, 0, 100, 100);
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graphicsComponent.ObjectDrawRectangle = new Rectangle(0, 0, 100, 100);
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collisionComponent.stopRectangle = new Rectangle(0, 0, 100, 100);
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collisionComponent.stopRectangle = new Rectangle(0, 0, 100, 100);
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speed = 10;
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speed = 10;
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//isTryingToInteract = false;
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IsTryingToInteract = false;
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//IsTryingToShoot = false;
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IsTryingToShoot = false;
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StartAnimation("player_look_down");
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StartAnimation("player_look_down");
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}
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}
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@ -38,7 +39,7 @@ public class Player : LivingEntity
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public override void Update()
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public override void Update()
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{
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{
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//StartAnimation("wood");
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MovementLogic();
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MovementLogic();
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}
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}
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public void MovementLogic()
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public void MovementLogic()
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@ -53,10 +54,10 @@ public class Player : LivingEntity
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}
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}
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public void HandleInteract(UpdateInputInteraction updateInputInteraction)
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public void HandleInteract(UpdateInputInteraction updateInputInteraction)
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{
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{
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//isTryingToInteract = true;
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IsTryingToInteract = true;
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}
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}
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public void HandleShoot(UpdateInputShoot updateInputShoot)
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public void HandleShoot(UpdateInputShoot updateInputShoot)
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{
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{
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IsTryingToShoot = true;
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}
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}
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}
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}
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