Squashed commit of the following:
commit428243f4a6Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:43:13 2026 +0300 Squashed commit of the following: commit68e78fa464Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:41:49 2026 +0300 Updated .gitignore commit9f87122a34Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:34:57 2026 +0300 Added Dohya commitf6a7547e84Author: AsanoRema <asanorema2036@gmail.com> Date: Fri Aug 21 17:59:13 2026 +0300 Fixed commitb98901c366Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:37:22 2026 +0300 Added new particle Package commitbb2f4a3b16Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:17:48 2026 +0300 Map mehanic ready to multiplayer commitc01ff800f6Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 16:16:19 2026 +0300 Squashed commit of the following: commit173bbb165cAuthor: henjkey <henjkey@gmail.com> Date: Fri Aug 14 18:51:23 2026 +0500 Mappp commitd559ab338aAuthor: henjkey <henjkey@gmail.com> Date: Thu Aug 13 18:42:41 2026 +0500 Map Controller Coordinates Target System Crosshair System Radar System
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@@ -13,10 +13,16 @@ public sealed class PlayerController : NetworkBehaviour, IPlayerSystem
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[SerializeField, Min(0.1f)] private float jumpHeight = 1.4f;
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[SerializeField, Min(0.1f)] private float gravity = 20f;
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[Header("External impulses")]
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[SerializeField, Min(0.1f)] private float impulseDamping = 9f;
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private CharacterController characterController;
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private Vector3 verticalVelocity;
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private Vector3 externalImpulseVelocity;
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private bool isInitialized;
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public Vector3 ExternalImpulseVelocity => externalImpulseVelocity;
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public void Initialize(PlayerFacade facade)
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{
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characterController = GetComponent<CharacterController>();
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@@ -39,6 +45,14 @@ public sealed class PlayerController : NetworkBehaviour, IPlayerSystem
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transform.Rotate(0f, yawDelta, 0f, Space.Self);
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}
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public void AddImpulse(Vector3 velocityChange)
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{
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if (!isInitialized || !IsOwner)
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return;
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externalImpulseVelocity += velocityChange;
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}
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private void SimulateMovement(Vector2 moveInput, bool wantsToSprint, bool wantsToJump)
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{
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if (moveInput.sqrMagnitude > 1f)
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@@ -54,6 +68,12 @@ public sealed class PlayerController : NetworkBehaviour, IPlayerSystem
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float speed = wantsToSprint ? sprintSpeed : walkSpeed;
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Vector3 horizontalDirection = transform.right * moveInput.x + transform.forward * moveInput.y;
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characterController.Move((horizontalDirection * speed + verticalVelocity) * Time.deltaTime);
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characterController.Move(
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(horizontalDirection * speed + verticalVelocity + externalImpulseVelocity) *
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Time.deltaTime);
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externalImpulseVelocity = Vector3.MoveTowards(
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externalImpulseVelocity,
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Vector3.zero,
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impulseDamping * Time.deltaTime);
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}
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}
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