This commit is contained in:
adamwi1000 2024-08-02 06:41:41 +02:00
parent 01f37a8413
commit b854205dcb
131 changed files with 11585 additions and 0 deletions

6
.vsconfig Normal file
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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

8
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folderAsset: yes
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using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
public class MyCustomEditor : EditorWindow
{
[MenuItem("Window/UI Toolkit/MyCustomEditor")]
public static void ShowExample()
{
MyCustomEditor wnd = GetWindow<MyCustomEditor>();
wnd.titleContent = new GUIContent("MyCustomEditor");
}
public void CreateGUI()
{
// Each editor window contains a root VisualElement object
VisualElement root = rootVisualElement;
// VisualElements objects can contain other VisualElement following a tree hierarchy.
VisualElement label = new Label("Hello World! From C#");
root.Add(label);
// Import UXML
var visualTree = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("Assets/Editor/MyCustomEditor.uxml");
VisualElement labelFromUXML = visualTree.Instantiate();
root.Add(labelFromUXML);
}
}

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<?xml version="1.0" encoding="utf-8"?>
<engine:UXML
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xmlns:engine="UnityEngine.UIElements"
xmlns:editor="UnityEditor.UIElements"
xsi:noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd"
>
<engine:Label text="Hello World! From UXML" />
</engine:UXML>

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.7.0
// from Assets/Input/PlayerControlsActionMap.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public partial class @PlayerControlsActionMap: IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @PlayerControlsActionMap()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""PlayerControlsActionMap"",
""maps"": [
{
""name"": ""PlayerLand"",
""id"": ""b8fdd704-8160-4cf9-8570-7cacc2d9b7f1"",
""actions"": [
{
""name"": ""Move"",
""type"": ""Value"",
""id"": ""e01f7ba6-2102-466d-b0dc-acbf173e5394"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""Look"",
""type"": ""Value"",
""id"": ""e9deaac0-8654-420b-aa03-a942039ba697"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""Jump"",
""type"": ""Button"",
""id"": ""f93d31db-c1c8-4baf-86af-0bbbb78aadff"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Slide"",
""type"": ""Button"",
""id"": ""b921e335-e6c5-471d-bd28-0099fc95d844"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Crouch"",
""type"": ""Button"",
""id"": ""351d2ab1-268c-4f13-83dd-faa577ba4a44"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Sprint"",
""type"": ""Button"",
""id"": ""d7b2e90f-f0e3-41b2-9a87-9f60bf1849ba"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Interact"",
""type"": ""Button"",
""id"": ""b30bd6d9-c074-4d08-91af-562d07611ee3"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Fire"",
""type"": ""Button"",
""id"": ""9c9bcad6-e2e3-47e5-8f8e-e746952e2d04"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Aim"",
""type"": ""Button"",
""id"": ""5346497b-cd92-42da-b103-404a84ab9022"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""ChangeFireMode"",
""type"": ""Button"",
""id"": ""781d0d0d-b03b-4002-8481-462b9cd9f0b8"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Reload"",
""type"": ""Button"",
""id"": ""b8202e6d-e8d7-45ff-a2c0-201b5fdc077e"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""WeaponSwitch"",
""type"": ""Value"",
""id"": ""15a7ebb5-06cd-47d6-a4ee-41dd98540707"",
""expectedControlType"": ""Axis"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
}
],
""bindings"": [
{
""name"": ""WASD"",
""id"": ""566a6d78-d631-444b-849d-1a6807725f11"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""6899681f-e684-4b64-9ac1-ca1f3295084b"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""f057adcb-a8ca-413e-b817-50210a9519c5"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""1fea1973-6a1f-4b03-b368-f133ba2e3207"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""183ffab9-e7b5-4725-8f86-f5ebffacac5b"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""a4de7aee-17ad-42da-b998-3e6786f539bd"",
""path"": ""<Mouse>/delta"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Look"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""a9050587-3397-4943-a2f5-2460d569e3a9"",
""path"": ""<Keyboard>/space"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""00627db1-8aba-4583-bbf2-542aa494d173"",
""path"": ""<Keyboard>/c"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Slide"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""be6d075a-d6bc-4050-87ba-d956df16d093"",
""path"": ""<Keyboard>/c"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Crouch"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""52a1ffad-ac6f-4cbe-abe1-d7372f0d63a9"",
""path"": ""<Keyboard>/leftShift"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Sprint"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""5bcaa323-ef69-4074-80f3-369270c8bed9"",
""path"": ""<Keyboard>/f"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Interact"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""1a0db5ee-31f1-4c2c-9cd1-a0f12a1e2d34"",
""path"": ""<Mouse>/leftButton"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Fire"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""a58caf43-d923-4bca-aeed-f6e3f9d3b6f8"",
""path"": ""<Mouse>/rightButton"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Aim"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""258526fe-ed3e-4f48-b1a4-95d729837ef3"",
""path"": ""<Keyboard>/b"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""ChangeFireMode"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""c209559d-315b-45b7-9fdc-ea9989cb6b91"",
""path"": ""<Keyboard>/r"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Reload"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""38768f81-c209-4f6c-a5eb-67533f5bcbcd"",
""path"": ""<Mouse>/scroll/y"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""WeaponSwitch"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": []
}");
// PlayerLand
m_PlayerLand = asset.FindActionMap("PlayerLand", throwIfNotFound: true);
m_PlayerLand_Move = m_PlayerLand.FindAction("Move", throwIfNotFound: true);
m_PlayerLand_Look = m_PlayerLand.FindAction("Look", throwIfNotFound: true);
m_PlayerLand_Jump = m_PlayerLand.FindAction("Jump", throwIfNotFound: true);
m_PlayerLand_Slide = m_PlayerLand.FindAction("Slide", throwIfNotFound: true);
m_PlayerLand_Crouch = m_PlayerLand.FindAction("Crouch", throwIfNotFound: true);
m_PlayerLand_Sprint = m_PlayerLand.FindAction("Sprint", throwIfNotFound: true);
m_PlayerLand_Interact = m_PlayerLand.FindAction("Interact", throwIfNotFound: true);
m_PlayerLand_Fire = m_PlayerLand.FindAction("Fire", throwIfNotFound: true);
m_PlayerLand_Aim = m_PlayerLand.FindAction("Aim", throwIfNotFound: true);
m_PlayerLand_ChangeFireMode = m_PlayerLand.FindAction("ChangeFireMode", throwIfNotFound: true);
m_PlayerLand_Reload = m_PlayerLand.FindAction("Reload", throwIfNotFound: true);
m_PlayerLand_WeaponSwitch = m_PlayerLand.FindAction("WeaponSwitch", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// PlayerLand
private readonly InputActionMap m_PlayerLand;
private List<IPlayerLandActions> m_PlayerLandActionsCallbackInterfaces = new List<IPlayerLandActions>();
private readonly InputAction m_PlayerLand_Move;
private readonly InputAction m_PlayerLand_Look;
private readonly InputAction m_PlayerLand_Jump;
private readonly InputAction m_PlayerLand_Slide;
private readonly InputAction m_PlayerLand_Crouch;
private readonly InputAction m_PlayerLand_Sprint;
private readonly InputAction m_PlayerLand_Interact;
private readonly InputAction m_PlayerLand_Fire;
private readonly InputAction m_PlayerLand_Aim;
private readonly InputAction m_PlayerLand_ChangeFireMode;
private readonly InputAction m_PlayerLand_Reload;
private readonly InputAction m_PlayerLand_WeaponSwitch;
public struct PlayerLandActions
{
private @PlayerControlsActionMap m_Wrapper;
public PlayerLandActions(@PlayerControlsActionMap wrapper) { m_Wrapper = wrapper; }
public InputAction @Move => m_Wrapper.m_PlayerLand_Move;
public InputAction @Look => m_Wrapper.m_PlayerLand_Look;
public InputAction @Jump => m_Wrapper.m_PlayerLand_Jump;
public InputAction @Slide => m_Wrapper.m_PlayerLand_Slide;
public InputAction @Crouch => m_Wrapper.m_PlayerLand_Crouch;
public InputAction @Sprint => m_Wrapper.m_PlayerLand_Sprint;
public InputAction @Interact => m_Wrapper.m_PlayerLand_Interact;
public InputAction @Fire => m_Wrapper.m_PlayerLand_Fire;
public InputAction @Aim => m_Wrapper.m_PlayerLand_Aim;
public InputAction @ChangeFireMode => m_Wrapper.m_PlayerLand_ChangeFireMode;
public InputAction @Reload => m_Wrapper.m_PlayerLand_Reload;
public InputAction @WeaponSwitch => m_Wrapper.m_PlayerLand_WeaponSwitch;
public InputActionMap Get() { return m_Wrapper.m_PlayerLand; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(PlayerLandActions set) { return set.Get(); }
public void AddCallbacks(IPlayerLandActions instance)
{
if (instance == null || m_Wrapper.m_PlayerLandActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_PlayerLandActionsCallbackInterfaces.Add(instance);
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
@Look.started += instance.OnLook;
@Look.performed += instance.OnLook;
@Look.canceled += instance.OnLook;
@Jump.started += instance.OnJump;
@Jump.performed += instance.OnJump;
@Jump.canceled += instance.OnJump;
@Slide.started += instance.OnSlide;
@Slide.performed += instance.OnSlide;
@Slide.canceled += instance.OnSlide;
@Crouch.started += instance.OnCrouch;
@Crouch.performed += instance.OnCrouch;
@Crouch.canceled += instance.OnCrouch;
@Sprint.started += instance.OnSprint;
@Sprint.performed += instance.OnSprint;
@Sprint.canceled += instance.OnSprint;
@Interact.started += instance.OnInteract;
@Interact.performed += instance.OnInteract;
@Interact.canceled += instance.OnInteract;
@Fire.started += instance.OnFire;
@Fire.performed += instance.OnFire;
@Fire.canceled += instance.OnFire;
@Aim.started += instance.OnAim;
@Aim.performed += instance.OnAim;
@Aim.canceled += instance.OnAim;
@ChangeFireMode.started += instance.OnChangeFireMode;
@ChangeFireMode.performed += instance.OnChangeFireMode;
@ChangeFireMode.canceled += instance.OnChangeFireMode;
@Reload.started += instance.OnReload;
@Reload.performed += instance.OnReload;
@Reload.canceled += instance.OnReload;
@WeaponSwitch.started += instance.OnWeaponSwitch;
@WeaponSwitch.performed += instance.OnWeaponSwitch;
@WeaponSwitch.canceled += instance.OnWeaponSwitch;
}
private void UnregisterCallbacks(IPlayerLandActions instance)
{
@Move.started -= instance.OnMove;
@Move.performed -= instance.OnMove;
@Move.canceled -= instance.OnMove;
@Look.started -= instance.OnLook;
@Look.performed -= instance.OnLook;
@Look.canceled -= instance.OnLook;
@Jump.started -= instance.OnJump;
@Jump.performed -= instance.OnJump;
@Jump.canceled -= instance.OnJump;
@Slide.started -= instance.OnSlide;
@Slide.performed -= instance.OnSlide;
@Slide.canceled -= instance.OnSlide;
@Crouch.started -= instance.OnCrouch;
@Crouch.performed -= instance.OnCrouch;
@Crouch.canceled -= instance.OnCrouch;
@Sprint.started -= instance.OnSprint;
@Sprint.performed -= instance.OnSprint;
@Sprint.canceled -= instance.OnSprint;
@Interact.started -= instance.OnInteract;
@Interact.performed -= instance.OnInteract;
@Interact.canceled -= instance.OnInteract;
@Fire.started -= instance.OnFire;
@Fire.performed -= instance.OnFire;
@Fire.canceled -= instance.OnFire;
@Aim.started -= instance.OnAim;
@Aim.performed -= instance.OnAim;
@Aim.canceled -= instance.OnAim;
@ChangeFireMode.started -= instance.OnChangeFireMode;
@ChangeFireMode.performed -= instance.OnChangeFireMode;
@ChangeFireMode.canceled -= instance.OnChangeFireMode;
@Reload.started -= instance.OnReload;
@Reload.performed -= instance.OnReload;
@Reload.canceled -= instance.OnReload;
@WeaponSwitch.started -= instance.OnWeaponSwitch;
@WeaponSwitch.performed -= instance.OnWeaponSwitch;
@WeaponSwitch.canceled -= instance.OnWeaponSwitch;
}
public void RemoveCallbacks(IPlayerLandActions instance)
{
if (m_Wrapper.m_PlayerLandActionsCallbackInterfaces.Remove(instance))
UnregisterCallbacks(instance);
}
public void SetCallbacks(IPlayerLandActions instance)
{
foreach (var item in m_Wrapper.m_PlayerLandActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_PlayerLandActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
public PlayerLandActions @PlayerLand => new PlayerLandActions(this);
public interface IPlayerLandActions
{
void OnMove(InputAction.CallbackContext context);
void OnLook(InputAction.CallbackContext context);
void OnJump(InputAction.CallbackContext context);
void OnSlide(InputAction.CallbackContext context);
void OnCrouch(InputAction.CallbackContext context);
void OnSprint(InputAction.CallbackContext context);
void OnInteract(InputAction.CallbackContext context);
void OnFire(InputAction.CallbackContext context);
void OnAim(InputAction.CallbackContext context);
void OnChangeFireMode(InputAction.CallbackContext context);
void OnReload(InputAction.CallbackContext context);
void OnWeaponSwitch(InputAction.CallbackContext context);
}
}

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{
"name": "PlayerControlsActionMap",
"maps": [
{
"name": "PlayerLand",
"id": "b8fdd704-8160-4cf9-8570-7cacc2d9b7f1",
"actions": [
{
"name": "Move",
"type": "Value",
"id": "e01f7ba6-2102-466d-b0dc-acbf173e5394",
"expectedControlType": "Vector2",
"processors": "",
"interactions": "",
"initialStateCheck": true
},
{
"name": "Look",
"type": "Value",
"id": "e9deaac0-8654-420b-aa03-a942039ba697",
"expectedControlType": "Vector2",
"processors": "",
"interactions": "",
"initialStateCheck": true
},
{
"name": "Jump",
"type": "Button",
"id": "f93d31db-c1c8-4baf-86af-0bbbb78aadff",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Slide",
"type": "Button",
"id": "b921e335-e6c5-471d-bd28-0099fc95d844",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Crouch",
"type": "Button",
"id": "351d2ab1-268c-4f13-83dd-faa577ba4a44",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Sprint",
"type": "Button",
"id": "d7b2e90f-f0e3-41b2-9a87-9f60bf1849ba",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Interact",
"type": "Button",
"id": "b30bd6d9-c074-4d08-91af-562d07611ee3",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Fire",
"type": "Button",
"id": "9c9bcad6-e2e3-47e5-8f8e-e746952e2d04",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Aim",
"type": "Button",
"id": "5346497b-cd92-42da-b103-404a84ab9022",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "ChangeFireMode",
"type": "Button",
"id": "781d0d0d-b03b-4002-8481-462b9cd9f0b8",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AdventureCoinsManager : MonoBehaviour
{
public int AdventureGold { get; private set; }
public int AdventureSilver { get; private set; }
void Start()
{
AdventureGold = 0;
AdventureSilver = 0;
}
public void AddAdventureGold(int amount)
{
if (amount > 0)
{
AdventureGold += amount;
Debug.Log("Added " + amount + " Adventure Gold. Total: " + AdventureGold);
}
}
public void AddAdventureSilver(int amount)
{
if (amount > 0)
{
AdventureSilver += amount;
Debug.Log("Added " + amount + " Adventure Silver. Total: " + AdventureSilver);
}
}
public bool SpendAdventureGold(int amount)
{
if (amount > 0 && AdventureGold >= amount)
{
AdventureGold -= amount;
Debug.Log("Spent " + amount + " Adventure Gold. Remaining: " + AdventureGold);
return true;
}
Debug.Log("Not enough Adventure Gold to spend.");
return false;
}
public bool SpendAdventureSilver(int amount)
{
if (amount > 0 && AdventureSilver >= amount)
{
AdventureSilver -= amount;
Debug.Log("Spent " + amount + " Adventure Silver. Remaining: " + AdventureSilver);
return true;
}
Debug.Log("Not enough Adventure Silver to spend.");
return false;
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
namespace Player.Camera
{
public class PlayerCameraController : MonoBehaviour
{
[Header("References")]
[SerializeField] private Transform cameraTargetPosition;
[SerializeField] private Transform cameraTransform;
[Space]
[Header("Settings")]
[SerializeField] private PlayerCameraSettings playerCameraSettings;
[SerializeField] private InputActionReference lookAction;
public PlayerCameraSettings PlayerCameraSettings => playerCameraSettings;
public Vector3 CameraRotationVector { get; private set; } = Vector3.forward;
public Transform CameraTargetTransform => cameraTargetPosition;
public Transform CameraTransform => cameraTransform;
private void OnEnable()
{
lookAction.action.performed += OnLook;
}
private void OnDisable()
{
lookAction.action.performed -= OnLook;
}
private void OnLook(InputAction.CallbackContext obj)
{
var mouseDelta = obj.ReadValue<Vector2>();
mouseDelta *= PlayerCameraSettings.MouseSensitivity;
var x = mouseDelta.x;
var y = mouseDelta.y;
var clampedY = Mathf.Clamp(CameraRotationVector.x - y, PlayerCameraSettings.MinAngle, PlayerCameraSettings.MaxAngle);
CameraRotationVector = new Vector3(clampedY, CameraRotationVector.y + x, 0);
}
private void LateUpdate()
{
cameraTransform.rotation = Quaternion.Euler(CameraRotationVector);
cameraTransform.position = cameraTargetPosition.position;
}
public void LookAt(Vector3 target)
{
throw new System.NotImplementedException();
}
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
}
}

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using UnityEngine;
namespace Player.Camera
{
[CreateAssetMenu(menuName = "Player/Player Camera Settings", fileName = "PlayerCameraSettings")]
public class PlayerCameraSettings : ScriptableObject
{
[SerializeField] private float mouseSensitivity = 1f;
[SerializeField] private float minAngle = -90f;
[SerializeField] private float maxAngle = 90f;
public float MinAngle => minAngle;
public float MaxAngle => maxAngle;
public float MouseSensitivity => mouseSensitivity;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CoinControler : MonoBehaviour
{
public AdventureCoinsManager adventureCoinsManager;
void Start()
{
if (adventureCoinsManager == null)
{
adventureCoinsManager = FindObjectOfType<AdventureCoinsManager>();
}
}
void Update()
{
if (Input.GetKeyDown(KeyCode.G))
{
adventureCoinsManager.AddAdventureGold(10);
}
if (Input.GetKeyDown(KeyCode.S))
{
adventureCoinsManager.AddAdventureSilver(10);
}
if (Input.GetKeyDown(KeyCode.H))
{
if (adventureCoinsManager.SpendAdventureGold(5))
{
Debug.Log("Successfully spent 5 Adventure Gold.");
}
else
{
Debug.Log("Failed to spend 5 Adventure Gold.");
}
}
if (Input.GetKeyDown(KeyCode.D))
{
if (adventureCoinsManager.SpendAdventureSilver(5))
{
Debug.Log("Successfully spent 5 Adventure Silver.");
}
else
{
Debug.Log("Failed to spend 5 Adventure Silver.");
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Inventory : MonoBehaviour
{
private List<Item> itemList;
private int maxItems = 7;
public Inventory()
{
itemList = new List<Item>();
AddItem(new Item { itemType = Item.ItemType.BluePotion, amount = 1 });
}
public void AddItem(Item item)
{
if (itemList.Count < maxItems)
{
itemList.Add(item);
Debug.Log(itemList);
}
else
{
Debug.Log("Ekwipunek jest pe³ny! Nie mo¿na dodaæ wiêcej przedmiotów.");
}
}
public List<Item> GetItemList()
{
return itemList;
}
public void RemoveItem(Item item)
{
var FoundItem = itemList.Find(x => x == item);
if (FoundItem.amount > 1)
{
FoundItem.RemoveAmount(1);
}
else
{
itemList.Remove(item);
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Item : MonoBehaviour
{
public enum ItemType
{
BluePotion,
UnicornHorn,
}
public ItemType itemType;
public int amount;
public Sprite GetSprite()
{
switch (itemType)
{
default:
case ItemType.BluePotion: return ItemAssets.Instance.PotionBlueSprite;
}
}
public void AddAmount(int amountToAdd)
{
amount += amountToAdd;
}
public void RemoveAmount(int amountToRemove)
{
amount -= amountToRemove;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemAssets : MonoBehaviour
{
public static ItemAssets Instance { get; private set; }
private void Awake()
{
Instance = this;
}
public Transform BluePotionPf;
public Sprite UnicornHornSprite;
public Sprite PotionBlueSprite;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemWorld : MonoBehaviour
{
public static ItemWorld SpawnItemWorld(Vector3 position, Item item)
{
Transform transform = Instantiate(ItemAssets.Instance.BluePotionPf, position, Quaternion.identity);
ItemWorld itemWorld = transform.GetComponent<ItemWorld>();
itemWorld.SetItem(item);
return itemWorld;
}
private Item item;
private SpriteRenderer spriteRenderer;
private void Awake()
{
spriteRenderer = GetComponent<SpriteRenderer>();
}
public void SetItem(Item item)
{
this.item = item;
}
public Item GetItem()
{
return item;
}
public void DestroySelf()
{
Destroy(gameObject);
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UI_Inventory : MonoBehaviour
{
private Inventory inventory;
private Transform itemSlotContainer;
private Transform itemSlotTemplate;
private List<RectTransform> itemSlots = new List<RectTransform>();
public Text Amount;
private void Awake()
{
itemSlotContainer = transform.Find("itemSlotContainer");
itemSlotTemplate = itemSlotContainer.Find("itemSlotTemplate");
}
public void SetInventory(Inventory inventory)
{
this.inventory = inventory;
RefreshInventoryItems();
}
//public void UpdateInventory()
//{
// Iteruj przez sloty od koñca do pocz¹tku, aby unikaæ problemów z indeksami
//for (int i = itemSlots.Count - 1; i >= 0; i--)
// {
// RectTransform slot = itemSlots[i];
// if (slot != null)
// {
// SprawdŸ, czy slot ma komponent Image i Text, które przechowuj¹ dane o przedmiotach
// Image image = slot.Find("Image").GetComponent<Image>();
// Text text = slot.Find("Amount").GetComponent<Text>();
// if (image != null && text != null)
// {
// Zak³adam, ¿e przedmiot jest powi¹zany z obrazem i tekstem w slocie
// Sprite itemSprite = image.sprite;
//int itemAmount = int.Parse(text.text);
// Funkcja powinna zwróciæ Item na podstawie sprite
// }
// }
// }
//}
public void RefreshInventoryItems()
{
int x = 0;
int y = 0;
float itemSlotCellSize = 30f;
foreach (Item item in inventory.GetItemList())
{
RectTransform itemSlotRectTransform = Instantiate(itemSlotTemplate, itemSlotContainer).GetComponent<RectTransform>();
itemSlotRectTransform.gameObject.SetActive(true);
itemSlotRectTransform.anchoredPosition = new Vector2(x * itemSlotCellSize, y * itemSlotCellSize);
Image image = itemSlotRectTransform.Find("Image").GetComponent<Image>();
Text text = itemSlotRectTransform.Find("Amount").GetComponent<Text>();
image.sprite = item.GetSprite();
text.text = item.amount.ToString();
itemSlots.Add(itemSlotRectTransform);
x++;
if (x > 1) // Poprawi³em warunek na wiêkszy, aby dostosowaæ pozycjonowanie
{
x = 0;
y++;
}
}
}
public void ClearInventoryItems()
{
foreach (RectTransform slot in itemSlots)
{
Destroy(slot.gameObject);
}
itemSlots.Clear();
}
}

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using UnityEngine;
namespace Player.Movement
{
public class GroundChecker
{
public Transform Transform { get; private set; }
public Bounds Bounds { get; private set; }
public float ExtraHeight { get; private set; }
public RaycastHit RaycastHit { get; private set; }
public bool IsObjectGrounded { get; private set; }
public bool IsGrounded(Transform transform, Bounds bounds, float extraHeight, out RaycastHit[] hit, int layerMask)
{
hit = new RaycastHit[5];
var hits = Physics.BoxCastNonAlloc(bounds.center,
bounds.extents / 2,
Vector3.down,
hit,
transform.rotation,
bounds.extents.y / 2 + extraHeight,
layerMask);
IsObjectGrounded = hits > 0;
return IsObjectGrounded;
}
}
}

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using UnityEngine.InputSystem;
namespace Player.Movement
{
public partial class PlayerMovementController
{
private void CrouchStart(InputAction.CallbackContext obj)
{
}
private void CrouchEnd(InputAction.CallbackContext obj)
{
}
}
}

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using Player.Camera;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Player.Movement
{
public partial class PlayerMovementController
{
[Header("Refs")]
[SerializeField] private PlayerCameraController playerCameraController;
[Header("Input Actions")]
[SerializeField] private InputActionReference moveAction;
[SerializeField] private InputActionReference slideAction;
[SerializeField] private InputActionReference jumpAction;
[SerializeField] private InputActionReference crouchAction;
[SerializeField] private InputActionReference sprintAction;
[Space]
[Header("Settings")]
[SerializeField] private LayerMask groundLayerMask;
[SerializeField] private float maxMovementSpeed = 5f;
[SerializeField] private float acceleration = 0.5f;
[SerializeField] private float frictionCoefficient = 0.16f;
[SerializeField] private float slideSpeed = 15f;
[SerializeField] private float slideFrictionCoefficient = 0.07f;
[SerializeField] private float sprintSpeed = 10f;
[SerializeField] private float jumpForce = 600f;
[SerializeField] private float extraHeight = 0.01f;
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
namespace Player.Movement
{
public partial class PlayerMovementController
{
private void Jump(InputAction.CallbackContext ctx)
{
if (!IsGrounded) return;
_rigidbody.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
namespace Player.Movement
{
public partial class PlayerMovementController
{
public bool IsSliding { get; private set; }
private float _originalFrictionCoefficient;
private bool successfulSlide = false;
private void SlideEnd(InputAction.CallbackContext obj)
{
StopSlide();
}
private void SlideSpeedCheck()
{
if (!IsSliding) return;
if (_rigidbody.velocity.magnitude < 1.5f)
{
StopSlide();
}
}
private void StopSlide()
{
if (!successfulSlide) return;
successfulSlide = false;
IsSliding = false;
frictionCoefficient = _originalFrictionCoefficient;
}
private bool DeadSlideCheck()
{
var playerMovementInput = moveAction.action.ReadValue<Vector2>();
var playerVel = _rigidbody.velocity.magnitude;
if (playerVel < maxMovementSpeed / 2) return true;
var cameraRotationVector = playerCameraController.CameraRotationVector;
cameraRotationVector = new Vector2(0, cameraRotationVector.y);
var cameraRotation = Quaternion.Euler(cameraRotationVector);
var movementDirection = new Vector3(playerMovementInput.x, 0, playerMovementInput.y);
var desiredMovementDirection = cameraRotation * movementDirection;
return Vector3.Dot(_rigidbody.velocity.normalized, desiredMovementDirection.normalized) < 0.71f;
}
private void SlideStart(InputAction.CallbackContext obj)
{
if (!IsGrounded) return;
successfulSlide = true;
IsSliding = true;
_originalFrictionCoefficient = frictionCoefficient;
frictionCoefficient = slideFrictionCoefficient;
// dead slide
if (DeadSlideCheck()) return;
var diff = Mathf.Max(slideSpeed - _rigidbody.velocity.magnitude, 0);
var force = _rigidbody.velocity.normalized * diff;
force.y = 0;
_rigidbody.AddForce(force, ForceMode.Impulse);
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UIElements;
namespace Player.Movement
{
public partial class PlayerMovementController
{
private float _originalSpeed;
private UIDocument _document;
private ProgressBar _stamina;
private float CurrentStamina = 100f;
private float timer = 0f;
[SerializeField] private PlayerMovementController _playerMovementController;
[SerializeField] private float _staminaDepletionMultiplier;
[SerializeField] private float _staminaRecoveryMultiplier;
public float delay = 3;
private void SprintStart(InputAction.CallbackContext obj)
{
StartSprint();
}
private void SprintEnd(InputAction.CallbackContext obj)
{
StopSprint();
}
public void StartSprint()
{
_originalSpeed = maxMovementSpeed;
maxMovementSpeed = sprintSpeed;
}
public void StopSprint()
{
maxMovementSpeed = _originalSpeed;
}
public void StaminaSystem()
{
if (Input.GetKey(KeyCode.LeftShift))//if shift is pressed
{
timer = 0f;//timer is set to 0
CurrentStamina = Mathf.Max(0, CurrentStamina - Time.deltaTime * _staminaDepletionMultiplier);//stamina began to deplet
if (CurrentStamina <= 0)//if current stamina is lower or equal to 0
{
_playerMovementController.StopSprint();//use function from another class
}
}
else if (CurrentStamina < 100)//and also when current stamina is lower than 100
{
timer += Time.deltaTime;//timer starts working
if (timer > delay)//when timer is greater than delay time
{
CurrentStamina = Mathf.Min(100f, CurrentStamina + Time.deltaTime * _staminaRecoveryMultiplier);//stamina began to recover
if (CurrentStamina >= 100f)//on top of that if timer is greater or equal 100
{
timer = 0f;//set timer to 0
}
}
}
}
}
}

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using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UIElements;
namespace Player.Movement
{
public partial class PlayerMovementController : MonoBehaviour
{
public bool IsGrounded { get; private set; }
public bool IsCrouching { get; private set; }
public bool IsMoving { get; private set; }
public Vector3 Velocity
{
get => _rigidbody.velocity;
set => _rigidbody.velocity = value;
}
public float FrictionCoefficient {
get => frictionCoefficient;
set => frictionCoefficient = value;
}
public Vector3 Position => _rigidbody.position;
// refs
private Rigidbody _rigidbody;
private CapsuleCollider _capsuleCollider;
private UIEvents _uiEvents;
// private fields
private readonly GroundChecker _groundChecker = new();
private RaycastHit[] _hit;
private RaycastHit _hitMovement;
private float _timeSinceLanding;
private bool _wasGroundedLastFrame;
private Inventory inventory;
[SerializeField] private UI_Inventory uiInventory;
[SerializeField] private GameObject modelPrefab;
ItemWorld ItemWorld;
private int cos;
Item item;
private void Awake()
{
_rigidbody = GetComponent<Rigidbody>();
_capsuleCollider = GetComponent<CapsuleCollider>();
_uiEvents = GetComponent<UIEvents>();
_document = GetComponent<UIDocument>();
inventory = new Inventory(); // Inicjalizuj inventory
}
private void OnEnable()
{
jumpAction.action.performed += Jump;
slideAction.action.started += SlideStart;
slideAction.action.canceled += SlideEnd;
crouchAction.action.started += CrouchStart;
crouchAction.action.canceled += CrouchEnd;
sprintAction.action.started += SprintStart;
sprintAction.action.canceled += SprintEnd;
}
private void OnDisable()
{
jumpAction.action.performed -= Jump;
slideAction.action.started -= SlideStart;
slideAction.action.canceled -= SlideEnd;
crouchAction.action.started -= CrouchStart;
crouchAction.action.canceled -= CrouchEnd;
sprintAction.action.started -= SprintStart;
sprintAction.action.canceled -= SprintEnd;
}
private void OnTriggerEnter(Collider collider)
{
ItemWorld itemWorld = collider.GetComponent<ItemWorld>();
inventory = new Inventory();
uiInventory.SetInventory(inventory);
itemWorld.DestroySelf();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.B))
{
ItemWorld.SpawnItemWorld(new Vector3(30, 9, 27), new Item { itemType = Item.ItemType.BluePotion, amount = 1 });
}
if (Input.GetKeyDown(KeyCode.X))
{
DropItem();
}
if(Input.GetKeyDown(KeyCode.E))
{
inventory = new Inventory();
uiInventory.SetInventory(inventory);
}
IsGrounded = _groundChecker.IsGrounded(transform, _capsuleCollider.bounds, extraHeight, out _hit,
groundLayerMask);
// my brain's fried, idek why this works
if (IsGrounded)
{
if (_wasGroundedLastFrame)
{
_timeSinceLanding += Time.deltaTime;
}
else
{
_timeSinceLanding = 0;
}
}
else
{
_timeSinceLanding = 0;
}
_wasGroundedLastFrame = IsGrounded;
IsMovingCheck();
UpdateWhichSurfaceNormalToUse();
SlopeSlidingHandling();
UpdatePlayerRotation();
StaminaSystem();
}
private void DropItem()
{
if (inventory.GetItemList().Count > 0)
{
Item itemToDrop = inventory.GetItemList()[0]; // Pobierz pierwszy przedmiot z ekwipunku
inventory.RemoveItem(itemToDrop);
uiInventory.SetInventory(inventory);
Vector3 dropPosition = transform.position + transform.forward * 3; // Przed graczem
ItemWorld.SpawnItemWorld(dropPosition, itemToDrop);
Debug.Log(cos);
uiInventory.ClearInventoryItems();
}
}
private void UpdatePlayerRotation()
{
transform.rotation = Quaternion.Euler(0, playerCameraController.CameraRotationVector.y, 0);
}
private void IsMovingCheck()
{
var playerInput = moveAction.action.ReadValue<Vector2>();
IsMoving = playerInput.magnitude > 0;
}
private void UpdateWhichSurfaceNormalToUse()
{
float steepestAngle = 0;
var steepestRaycast = _hit[0];
foreach (var raycastHit in _hit)
{
var angle = Vector3.Angle(raycastHit.normal, Vector3.up);
if (angle > steepestAngle)
{
steepestAngle = angle;
steepestRaycast = raycastHit;
}
}
_hitMovement = steepestRaycast;
}
private void SlopeSlidingHandling()
{
_rigidbody.useGravity = !IsGrounded;
}
private void FixedUpdate()
{
SlideSpeedCheck();
if (IsGrounded && !NoFrictionLandTimeframeMet() && !IsMoving)
{
ApplyFriction();
}
if (!IsSliding)
{
Move();
}
}
private bool NoFrictionLandTimeframeMet()
{
return _timeSinceLanding < 0.1f;
}
private void ApplyFriction()
{
var velMag = _rigidbody.velocity.magnitude;
if (velMag <= 0f) return;
var normal = _hitMovement.normal;
var frictionForceMag = frictionCoefficient * velMag;
var counterForce = -_rigidbody.velocity * frictionForceMag / velMag;
counterForce.y = 0;
counterForce = Vector3.ProjectOnPlane(counterForce, normal);
_rigidbody.AddForce(counterForce, ForceMode.VelocityChange);
}
private void Move()
{
var playerInput = moveAction.action.ReadValue<Vector2>();
var movementDirection = new Vector3(playerInput.x, 0, playerInput.y);
var normal = _hitMovement.normal;
var cameraRotationVector = playerCameraController.CameraRotationVector;
cameraRotationVector = new Vector2(0, cameraRotationVector.y);
var cameraRotation = Quaternion.Euler(cameraRotationVector);
var desiredMovementDirection = cameraRotation * movementDirection;
var velocityInDirection = Vector3.Dot(_rigidbody.velocity, desiredMovementDirection);
var missingSpeed = maxMovementSpeed - velocityInDirection;
missingSpeed = Mathf.Clamp(missingSpeed, 0, acceleration);
var force = desiredMovementDirection * missingSpeed;
force = Vector3.ProjectOnPlane(force, normal);
// Debug.Log($"missing speed: {missingSpeed} rb velocity: {_rigidbody.velocity.magnitude} force: {force.magnitude}");
_rigidbody.AddForce(force, ForceMode.VelocityChange);
if (_rigidbody.velocity.magnitude > maxMovementSpeed && !NoFrictionLandTimeframeMet())
{
_rigidbody.velocity = _rigidbody.velocity.normalized * maxMovementSpeed;
}
}
private void OnDrawGizmosSelected()
{
if (!Application.isPlaying) return;
Gizmos.color = IsGrounded ? Color.green : Color.red;
var bounds = _capsuleCollider.bounds;
var toCenter = Vector3.down * (bounds.extents.y / 2);
Gizmos.DrawWireCube(bounds.center + toCenter + Vector3.down * extraHeight / 2,
new Vector3(bounds.size.x,
bounds.extents.y + extraHeight,
bounds.size.z));
Gizmos.color = Color.blue;
Gizmos.DrawLine(_hitMovement.point, _hitMovement.point + _hitMovement.normal * 5);
}
public void Move(Vector3 direction)
{
throw new System.NotImplementedException();
}
public void Teleport(Vector3 position, Quaternion rotation)
{
_rigidbody.position = position;
_rigidbody.rotation = rotation;
}
}
}

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using Player.Movement;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class UIEvents : MonoBehaviour
{
private UIDocument _document;
private ProgressBar _stamina;
private float CurrentStamina = 100f;
private float timer = 0f;
[SerializeField] private PlayerMovementController _playerMovementController;
[SerializeField] private float _staminaDepletionMultiplier;
[SerializeField] private float _staminaRecoveryMultiplier;
public float delay = 3;
private void Awake()
{
_document = GetComponent<UIDocument>();
_stamina = _document.rootVisualElement.Q<ProgressBar>("Stamina");
_stamina.value = CurrentStamina; // set starting value of stamina
}
private void Update()//petla update
{
if (Input.GetKey(KeyCode.LeftShift))//if shift is pressed
{
timer = 0f;//timer is set to 0
CurrentStamina =Mathf.Max(0,CurrentStamina - Time.deltaTime * _staminaDepletionMultiplier);//stamina began to deplet
if (CurrentStamina <=0)//if current stamina is lower or equal to 0
{
_playerMovementController.StopSprint();//use function from another class
}
}
else if(CurrentStamina < 100)//and also when current stamina is lower than 100
{
timer += Time.deltaTime;//timer starts working
if (timer > delay )//when timer is greater than delay time
{
CurrentStamina = Mathf.Min(100f, CurrentStamina + Time.deltaTime * _staminaRecoveryMultiplier);//stamina began to recover
if (CurrentStamina >= 100f)//on top of that if timer is greater or equal 100
{
timer = 0f;//set timer to 0
}
}
}
_stamina.value = CurrentStamina;//set stamina value to current stamina
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402
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