任务:搭建第二关的框架
场景【测试】 1.完成了巡逻敌人的所有功能,把它保存为预制体。 2.编写修理台功能 (1.呼出功能:当玩家走到修理台旁边,按下交互键则弹出修理界面,同时玩家不能走动,只能用交互键操控修理机器或者按B键暂时退出 (2.判定功能:使得指针内记录一个变量,当处于判定区内时,判定为真,否则为假 (3.交互确认功能:当玩家按下交互键,执行一次判定,判定后指针停止转动若干秒,并确认判定结果。若成功,,检查一下是否所有区域都已修复,若还有区域未修复,重新布置一次成功区,使其角度为一随机数,若所有区域已经修复,退出修复界面,留下事件接口等待编写事件。若失败,若干秒后指针重新转动。 (完 至此,游戏系统基本已经开发完全,明天开始替换美术素材、完成关卡的流程化等。加油吧,加油了吗?
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@ -42,14 +42,6 @@ public class @Player : IInputActionCollection, IDisposable
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""processors"": """",
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""interactions"": ""Press(behavior=2)""
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},
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{
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""name"": ""Coding"",
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""type"": ""Button"",
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""id"": ""f7af9390-5dad-4c80-a4a7-83d8314f8e88"",
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""expectedControlType"": ""Button"",
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""processors"": """",
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""interactions"": ""Press(behavior=2)""
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},
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{
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""name"": ""Quit"",
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""type"": ""Button"",
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@ -170,28 +162,6 @@ public class @Player : IInputActionCollection, IDisposable
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""isComposite"": false,
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""isPartOfComposite"": false
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},
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{
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""name"": """",
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""id"": ""f934f611-8c36-46c6-ac79-b5cb10f172f8"",
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""path"": ""<Gamepad>/rightTrigger"",
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""interactions"": """",
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""processors"": """",
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""groups"": ""Player"",
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""action"": ""Coding"",
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""isComposite"": false,
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""isPartOfComposite"": false
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},
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{
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""name"": """",
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""id"": ""eb88999b-e1c9-4d1e-9b74-683dc913e3a1"",
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""path"": ""<Keyboard>/space"",
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""interactions"": """",
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""processors"": """",
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""groups"": ""Player"",
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""action"": ""Coding"",
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""isComposite"": false,
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""isPartOfComposite"": false
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},
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{
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""name"": """",
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""id"": ""9fc9a4fc-1140-4bf4-acb9-5e210bf4f365"",
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@ -223,7 +193,7 @@ public class @Player : IInputActionCollection, IDisposable
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{
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""name"": ""New action"",
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""type"": ""Button"",
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""id"": ""beabb251-6f14-495d-9364-88119e0f9bf0"",
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""id"": ""26b56a36-3d1d-4cb2-9efb-beb11a1d5267"",
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""expectedControlType"": ""Button"",
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""processors"": """",
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""interactions"": """"
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@ -232,7 +202,7 @@ public class @Player : IInputActionCollection, IDisposable
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""bindings"": [
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{
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""name"": """",
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""id"": ""ae26865a-51e7-44ff-aea5-7c92da228cef"",
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""id"": ""9eff2e95-3f55-48f7-9135-a5be0149d9ae"",
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""path"": """",
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""interactions"": """",
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""processors"": """",
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@ -384,6 +354,82 @@ public class @Player : IInputActionCollection, IDisposable
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""isPartOfComposite"": true
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}
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]
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},
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{
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""name"": ""PlayerInCoding"",
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""id"": ""cf9f6510-ef62-47c2-9169-7097bc6c6b59"",
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""actions"": [
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{
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""name"": ""Coding"",
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""type"": ""Button"",
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""id"": ""7740a478-a400-40d6-96a6-27525d86c2dc"",
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""expectedControlType"": ""Button"",
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""processors"": """",
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""interactions"": ""Press(behavior=2)""
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}
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],
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""bindings"": [
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{
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""name"": """",
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""id"": ""ddf24efa-fd79-4857-a09e-67b1843f0e5d"",
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""path"": ""<Gamepad>/rightTrigger"",
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""interactions"": """",
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""processors"": """",
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""groups"": ""Player"",
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""action"": ""Coding"",
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""isComposite"": false,
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""isPartOfComposite"": false
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},
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{
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""name"": """",
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""id"": ""d7103191-c434-42b6-a74c-50ad51ec6322"",
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""path"": ""<Keyboard>/space"",
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""interactions"": """",
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""processors"": """",
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""groups"": ""Player"",
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""action"": ""Coding"",
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""isComposite"": false,
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""isPartOfComposite"": false
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}
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]
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},
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{
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""name"": ""PlayerInReparingTheMachine"",
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""id"": ""d71f6668-2465-4d0b-9fab-d5bc6a92e671"",
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""actions"": [
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{
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""name"": ""Comfirm"",
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""type"": ""Button"",
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""id"": ""43dde524-dc10-473f-b1e8-7ce5297afc88"",
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""expectedControlType"": ""Button"",
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""processors"": """",
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""interactions"": """"
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}
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],
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""bindings"": [
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{
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""name"": """",
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""id"": ""0d7b7b13-bcb1-4c78-aea2-c52004d78d00"",
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""path"": ""<Keyboard>/f"",
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""interactions"": """",
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""processors"": """",
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""groups"": ""Player"",
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""action"": ""Comfirm"",
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""isComposite"": false,
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""isPartOfComposite"": false
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},
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{
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""name"": """",
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""id"": ""a1d323fa-54ce-4fd5-90dc-24af8e3f1115"",
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""path"": ""<Gamepad>/buttonWest"",
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""interactions"": """",
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""processors"": """",
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""groups"": ""Player"",
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""action"": ""Comfirm"",
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""isComposite"": false,
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""isPartOfComposite"": false
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}
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]
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}
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],
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""controlSchemes"": [
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@ -410,7 +456,6 @@ public class @Player : IInputActionCollection, IDisposable
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m_PlayerNormal_MoveHorizons = m_PlayerNormal.FindAction("MoveHorizons", throwIfNotFound: true);
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m_PlayerNormal_Run = m_PlayerNormal.FindAction("Run", throwIfNotFound: true);
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m_PlayerNormal_Interaction = m_PlayerNormal.FindAction("Interaction", throwIfNotFound: true);
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m_PlayerNormal_Coding = m_PlayerNormal.FindAction("Coding", throwIfNotFound: true);
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m_PlayerNormal_Quit = m_PlayerNormal.FindAction("Quit", throwIfNotFound: true);
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// NullMap
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m_NullMap = asset.FindActionMap("NullMap", throwIfNotFound: true);
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@ -420,6 +465,12 @@ public class @Player : IInputActionCollection, IDisposable
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m_PlayerInThrowing_Quit = m_PlayerInThrowing.FindAction("Quit", throwIfNotFound: true);
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m_PlayerInThrowing_Throw = m_PlayerInThrowing.FindAction("Throw", throwIfNotFound: true);
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m_PlayerInThrowing_AdjustTheAngle = m_PlayerInThrowing.FindAction("AdjustTheAngle", throwIfNotFound: true);
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// PlayerInCoding
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m_PlayerInCoding = asset.FindActionMap("PlayerInCoding", throwIfNotFound: true);
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m_PlayerInCoding_Coding = m_PlayerInCoding.FindAction("Coding", throwIfNotFound: true);
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// PlayerInReparingTheMachine
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m_PlayerInReparingTheMachine = asset.FindActionMap("PlayerInReparingTheMachine", throwIfNotFound: true);
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m_PlayerInReparingTheMachine_Comfirm = m_PlayerInReparingTheMachine.FindAction("Comfirm", throwIfNotFound: true);
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}
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public void Dispose()
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@ -472,7 +523,6 @@ public class @Player : IInputActionCollection, IDisposable
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private readonly InputAction m_PlayerNormal_MoveHorizons;
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private readonly InputAction m_PlayerNormal_Run;
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private readonly InputAction m_PlayerNormal_Interaction;
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private readonly InputAction m_PlayerNormal_Coding;
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private readonly InputAction m_PlayerNormal_Quit;
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public struct PlayerNormalActions
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{
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@ -481,7 +531,6 @@ public class @Player : IInputActionCollection, IDisposable
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public InputAction @MoveHorizons => m_Wrapper.m_PlayerNormal_MoveHorizons;
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public InputAction @Run => m_Wrapper.m_PlayerNormal_Run;
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public InputAction @Interaction => m_Wrapper.m_PlayerNormal_Interaction;
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public InputAction @Coding => m_Wrapper.m_PlayerNormal_Coding;
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public InputAction @Quit => m_Wrapper.m_PlayerNormal_Quit;
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public InputActionMap Get() { return m_Wrapper.m_PlayerNormal; }
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public void Enable() { Get().Enable(); }
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@ -501,9 +550,6 @@ public class @Player : IInputActionCollection, IDisposable
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@Interaction.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
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@Interaction.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
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@Interaction.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
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@Coding.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
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@Coding.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
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@Coding.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
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@Quit.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnQuit;
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@Quit.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnQuit;
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@Quit.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnQuit;
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@ -520,9 +566,6 @@ public class @Player : IInputActionCollection, IDisposable
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@Interaction.started += instance.OnInteraction;
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@Interaction.performed += instance.OnInteraction;
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@Interaction.canceled += instance.OnInteraction;
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@Coding.started += instance.OnCoding;
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@Coding.performed += instance.OnCoding;
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@Coding.canceled += instance.OnCoding;
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@Quit.started += instance.OnQuit;
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@Quit.performed += instance.OnQuit;
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@Quit.canceled += instance.OnQuit;
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@ -612,6 +655,72 @@ public class @Player : IInputActionCollection, IDisposable
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}
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}
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public PlayerInThrowingActions @PlayerInThrowing => new PlayerInThrowingActions(this);
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// PlayerInCoding
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private readonly InputActionMap m_PlayerInCoding;
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private IPlayerInCodingActions m_PlayerInCodingActionsCallbackInterface;
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private readonly InputAction m_PlayerInCoding_Coding;
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public struct PlayerInCodingActions
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{
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private @Player m_Wrapper;
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public PlayerInCodingActions(@Player wrapper) { m_Wrapper = wrapper; }
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public InputAction @Coding => m_Wrapper.m_PlayerInCoding_Coding;
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public InputActionMap Get() { return m_Wrapper.m_PlayerInCoding; }
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public void Enable() { Get().Enable(); }
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public void Disable() { Get().Disable(); }
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public bool enabled => Get().enabled;
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public static implicit operator InputActionMap(PlayerInCodingActions set) { return set.Get(); }
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public void SetCallbacks(IPlayerInCodingActions instance)
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{
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if (m_Wrapper.m_PlayerInCodingActionsCallbackInterface != null)
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{
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@Coding.started -= m_Wrapper.m_PlayerInCodingActionsCallbackInterface.OnCoding;
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@Coding.performed -= m_Wrapper.m_PlayerInCodingActionsCallbackInterface.OnCoding;
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@Coding.canceled -= m_Wrapper.m_PlayerInCodingActionsCallbackInterface.OnCoding;
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}
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m_Wrapper.m_PlayerInCodingActionsCallbackInterface = instance;
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if (instance != null)
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{
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@Coding.started += instance.OnCoding;
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@Coding.performed += instance.OnCoding;
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@Coding.canceled += instance.OnCoding;
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}
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}
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}
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public PlayerInCodingActions @PlayerInCoding => new PlayerInCodingActions(this);
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// PlayerInReparingTheMachine
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private readonly InputActionMap m_PlayerInReparingTheMachine;
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private IPlayerInReparingTheMachineActions m_PlayerInReparingTheMachineActionsCallbackInterface;
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private readonly InputAction m_PlayerInReparingTheMachine_Comfirm;
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public struct PlayerInReparingTheMachineActions
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{
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private @Player m_Wrapper;
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public PlayerInReparingTheMachineActions(@Player wrapper) { m_Wrapper = wrapper; }
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public InputAction @Comfirm => m_Wrapper.m_PlayerInReparingTheMachine_Comfirm;
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public InputActionMap Get() { return m_Wrapper.m_PlayerInReparingTheMachine; }
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public void Enable() { Get().Enable(); }
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public void Disable() { Get().Disable(); }
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public bool enabled => Get().enabled;
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public static implicit operator InputActionMap(PlayerInReparingTheMachineActions set) { return set.Get(); }
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public void SetCallbacks(IPlayerInReparingTheMachineActions instance)
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{
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if (m_Wrapper.m_PlayerInReparingTheMachineActionsCallbackInterface != null)
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{
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@Comfirm.started -= m_Wrapper.m_PlayerInReparingTheMachineActionsCallbackInterface.OnComfirm;
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@Comfirm.performed -= m_Wrapper.m_PlayerInReparingTheMachineActionsCallbackInterface.OnComfirm;
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@Comfirm.canceled -= m_Wrapper.m_PlayerInReparingTheMachineActionsCallbackInterface.OnComfirm;
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}
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m_Wrapper.m_PlayerInReparingTheMachineActionsCallbackInterface = instance;
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if (instance != null)
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{
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@Comfirm.started += instance.OnComfirm;
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@Comfirm.performed += instance.OnComfirm;
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@Comfirm.canceled += instance.OnComfirm;
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}
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}
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}
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public PlayerInReparingTheMachineActions @PlayerInReparingTheMachine => new PlayerInReparingTheMachineActions(this);
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private int m_PlayerSchemeIndex = -1;
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public InputControlScheme PlayerScheme
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{
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@ -626,7 +735,6 @@ public class @Player : IInputActionCollection, IDisposable
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void OnMoveHorizons(InputAction.CallbackContext context);
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void OnRun(InputAction.CallbackContext context);
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void OnInteraction(InputAction.CallbackContext context);
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void OnCoding(InputAction.CallbackContext context);
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void OnQuit(InputAction.CallbackContext context);
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}
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public interface INullMapActions
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@ -639,4 +747,12 @@ public class @Player : IInputActionCollection, IDisposable
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void OnThrow(InputAction.CallbackContext context);
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void OnAdjustTheAngle(InputAction.CallbackContext context);
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}
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public interface IPlayerInCodingActions
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{
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void OnCoding(InputAction.CallbackContext context);
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}
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public interface IPlayerInReparingTheMachineActions
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{
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void OnComfirm(InputAction.CallbackContext context);
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}
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}
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@ -29,14 +29,6 @@
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"processors": "",
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"interactions": "Press(behavior=2)"
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},
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{
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"name": "Coding",
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"type": "Button",
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"id": "f7af9390-5dad-4c80-a4a7-83d8314f8e88",
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"expectedControlType": "Button",
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"processors": "",
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"interactions": "Press(behavior=2)"
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},
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{
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"name": "Quit",
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"type": "Button",
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@ -157,28 +149,6 @@
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "f934f611-8c36-46c6-ac79-b5cb10f172f8",
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"path": "<Gamepad>/rightTrigger",
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"interactions": "",
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"processors": "",
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"groups": "Player",
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"action": "Coding",
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "eb88999b-e1c9-4d1e-9b74-683dc913e3a1",
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"path": "<Keyboard>/space",
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"interactions": "",
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"processors": "",
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"groups": "Player",
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"action": "Coding",
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "9fc9a4fc-1140-4bf4-acb9-5e210bf4f365",
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@ -210,7 +180,7 @@
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{
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"name": "New action",
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"type": "Button",
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"id": "beabb251-6f14-495d-9364-88119e0f9bf0",
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"id": "26b56a36-3d1d-4cb2-9efb-beb11a1d5267",
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"expectedControlType": "Button",
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"processors": "",
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"interactions": ""
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@ -219,7 +189,7 @@
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"bindings": [
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{
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"name": "",
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"id": "ae26865a-51e7-44ff-aea5-7c92da228cef",
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"id": "9eff2e95-3f55-48f7-9135-a5be0149d9ae",
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"path": "",
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"interactions": "",
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"processors": "",
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@ -371,6 +341,82 @@
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"isPartOfComposite": true
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}
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]
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},
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{
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"name": "PlayerInCoding",
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"id": "cf9f6510-ef62-47c2-9169-7097bc6c6b59",
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"actions": [
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{
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"name": "Coding",
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"type": "Button",
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"id": "7740a478-a400-40d6-96a6-27525d86c2dc",
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"expectedControlType": "Button",
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"processors": "",
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"interactions": "Press(behavior=2)"
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}
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],
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"bindings": [
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{
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"name": "",
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"id": "ddf24efa-fd79-4857-a09e-67b1843f0e5d",
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"path": "<Gamepad>/rightTrigger",
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"interactions": "",
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"processors": "",
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"groups": "Player",
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"action": "Coding",
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"isComposite": false,
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"isPartOfComposite": false
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},
|
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shellFallingTime: 1
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shellShadowRangeOfChange: 0.1
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shellShadowPositionYOffSet: 0.3
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rateOfChangeOfThrowingAngle: 1
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strengthOfThrowing: 8
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stageName:
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@ -6957,6 +7068,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_interface: {fileID: 466905106}
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isRepared: 0
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endEvent: {fileID: 0}
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--- !u!61 &1700859677
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BoxCollider2D:
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m_ObjectHideFlags: 0
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@ -65,6 +65,12 @@ public class M_Player : MonoBehaviour
|
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}
|
||||
}
|
||||
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||||
//当玩家在修电报机地图下按下交互键触发
|
||||
public void OnComfirm(InputAction.CallbackContext context)
|
||||
{
|
||||
if(context.started) catched.Comfirm();
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}
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//当水平轴有输入
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public void OnMoveHorizons(InputAction.CallbackContext context)
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{
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|
156
Assets/Scripts/具象物体/RepairBench.cs
Normal file
156
Assets/Scripts/具象物体/RepairBench.cs
Normal file
@ -0,0 +1,156 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class RepairBench : Interactive
|
||||
{
|
||||
//修理台类,控制修理相关的功能,继承可交互物体基类
|
||||
// Start is called before the first frame update
|
||||
private bool isRunning = false;//记录目前是否在使用修理台的变量
|
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private RectTransform needle;//指针的UI位置组件,用来控制指针旋转
|
||||
[Tooltip("请填入指针旋转的速度")]
|
||||
public float needleSpeed;//指针旋转速度
|
||||
private RectTransform[] areas;//记录三个正确区,60~45~30
|
||||
private bool[] areasHasClear;//记录三个正确区是否已被修复
|
||||
private RectTransform isReparing;//正在修复的区域
|
||||
private bool canRing = false;//记录指针是否能转动的变量
|
||||
[Tooltip("请填入当你按下确认后,指针停止的时间")]
|
||||
public float stopTime;
|
||||
[Tooltip("请拖入修好机器后的事件")]
|
||||
public Event endEvent;
|
||||
|
||||
void Start()
|
||||
{
|
||||
//初始化指针
|
||||
needle = m_interface.transform.Find("指针").GetComponent<RectTransform>();
|
||||
//初始化正确区域
|
||||
areas = new RectTransform[3];
|
||||
areas[0] = m_interface.transform.Find("60").GetComponent<RectTransform>();
|
||||
areas[1] = m_interface.transform.Find("45").GetComponent<RectTransform>();
|
||||
areas[2] = m_interface.transform.Find("30").GetComponent<RectTransform>();
|
||||
//初始化已被修复标记
|
||||
areasHasClear = new bool[3]{false,false,false};
|
||||
//都是从60的开始修,所以初始化正在修的为60
|
||||
isReparing = areas[0];
|
||||
//把60旋转随机一个角度
|
||||
isReparing.rotation = Quaternion.Euler(
|
||||
//x、y不变,都是0
|
||||
0,0,
|
||||
//z
|
||||
Random.Range(0,360)
|
||||
);
|
||||
//给指针赋予针控件
|
||||
needle.gameObject.AddComponent<Needle>();
|
||||
|
||||
}
|
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|
||||
// Update is called once per frame
|
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void Update()
|
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{
|
||||
if(isRunning)//如果正在运行
|
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{
|
||||
if(canRing)NeedleRun();//让指针转
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void NeedleRun()
|
||||
{
|
||||
needle.rotation = Quaternion.Euler(
|
||||
//x、y不变,都是0
|
||||
0,0,
|
||||
//z
|
||||
needle.rotation.eulerAngles.z +//原先自身角度加上
|
||||
needleSpeed *//指针的运动速度乘以
|
||||
-1*//使正值代表顺时针
|
||||
Time.deltaTime//使其与实践无关
|
||||
);
|
||||
}
|
||||
|
||||
public override void OnCall()
|
||||
{
|
||||
m_interface.SetActive(true);//打开修理页面
|
||||
isRunning = true;//标记自身正在修理
|
||||
//修改玩家的操作地图到修复机器
|
||||
FindObjectOfType<M_Player>().GetComponent<PlayerInput>().SwitchCurrentActionMap("PlayerInReparingTheMachine");
|
||||
canRing = true;//标记可以开始转动指针
|
||||
}
|
||||
|
||||
public override void Comfirm()
|
||||
{
|
||||
//当传入玩家按下交互键的信号
|
||||
//让指针停下
|
||||
canRing = false;
|
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//在若干时间后重新转动指针
|
||||
Invoke("ReRing",stopTime);
|
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|
||||
//检查判定结果
|
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if(needle.GetComponent<Needle>().CanYouSuccess())
|
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{
|
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//如果成功
|
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//找到正在修的区域并标记其为已修好
|
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for(int i = 0; i < areas.Length; i++)
|
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{
|
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if(isReparing.Equals(areas[i])) areasHasClear[i] = true;
|
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}
|
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//检查是否所有区域都已完成
|
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if(areasHasClear[0]&&areasHasClear[1]&&areasHasClear[2])
|
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{
|
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//如果全都完成
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//关闭界面
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m_interface.SetActive(false);
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//触发结束事件
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endEvent.OnCall();
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}
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else
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{
|
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//如果还有未完成区域,若干时间后,替换到下一个区域
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Invoke("InitSucceedArea",stopTime);
|
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|
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}
|
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}
|
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else
|
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{
|
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//如果失败,若干时间后重新转动指针
|
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Invoke("ReRing",stopTime);
|
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}
|
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}
|
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private void InitSucceedArea()
|
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{
|
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//首先找到下一个还没修的区域
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for(int i = 0; i < areas.Length; i++)
|
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{
|
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if(areasHasClear[i] == false){isReparing.gameObject.SetActive(false);//关闭上一个修好的区域
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isReparing = areas[i];
|
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break;}
|
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}
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//把它打开
|
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isReparing.gameObject.SetActive(true);
|
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//旋转到随机一个角度
|
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isReparing.rotation = Quaternion.Euler(
|
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//x、y不变,都是0
|
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0,0,
|
||||
//z
|
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Random.Range(0,360)
|
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);
|
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}
|
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|
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//重新标记指针可以转动,协程用
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private void ReRing(){canRing = true;}
|
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|
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private class Needle : MonoBehaviour
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{
|
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private bool canNow = false;//记录此瞬间按下交互的话,能不能成功
|
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//当针头进入成功区,标记其为可以成功,否则标记为不可成功
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public void OnTriggerEnter2D(Collider2D other){canNow = true;}
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public void OnTriggerExit2D(Collider2D other){canNow = false;}
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//返回当前是否在成功区内
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public bool CanYouSuccess(){return canNow;}
|
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}
|
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|
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}
|
11
Assets/Scripts/具象物体/RepairBench.cs.meta
Normal file
11
Assets/Scripts/具象物体/RepairBench.cs.meta
Normal file
@ -0,0 +1,11 @@
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@ -35,5 +35,6 @@ public class Interactive : MonoBehaviour
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public virtual void Coding(string temp){}//电报机的打码
|
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public virtual void StopRepareTheTelephoneLine(){}//电话线的停止修复(松开按键检测
|
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public virtual void Quit(){}//任务书的关闭
|
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public virtual void Comfirm(){}//修复电报机界面按下交互键触发
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//
|
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}
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8
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Loading…
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Reference in New Issue
Block a user