adjust
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@@ -6,7 +6,7 @@ using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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public class CharacterCtrl : MonoBehaviour
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public class CECHostPlayer : MonoBehaviour
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{
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[SerializeField] private TextMeshPro txtName;
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[SerializeField] private CharacterController controller;
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@@ -27,6 +27,7 @@ public class CharacterCtrl : MonoBehaviour
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bool isGrounded = false;
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bool isRun = false;
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GameObject modle;
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Vector3 m_vLastSevPos;
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// ====== Ground cast config ======
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[Header("Ground Cast")]
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@@ -163,7 +164,14 @@ public class CharacterCtrl : MonoBehaviour
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SetAnimJump();
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}
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}
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private void OnMsgHstCorrectPos()
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{
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}
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private void SetPos()
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{
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}
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public void SetStatusRun(bool value)
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{
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if (!isGrounded)
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: c0911af06fee458459c86236ea21b716
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: c0525de198450e14f9f6ad854b95ec99
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@@ -7,7 +7,7 @@ public class GameController : MonoBehaviour
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{
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private static GameController instance;
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[SerializeField] private CharacterCtrl characterPrefab;
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[SerializeField] private CECHostPlayer characterPrefab;
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[SerializeField] private Transform ground;
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Camera camera;
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@@ -44,7 +44,7 @@ public class GameController : MonoBehaviour
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public void InitCharacter(RoleInfo roleInfo)
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{
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CharacterCtrl character = Instantiate(characterPrefab, transform);
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CECHostPlayer character = Instantiate(characterPrefab, transform);
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character.InitCharacter(roleInfo);
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Vector3 pos = new Vector3(roleInfo.posx, roleInfo.posy, roleInfo.posz);
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Vector3 posCam = pos;
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@@ -2,7 +2,7 @@ using UnityEngine;
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public class PlayerMoveState : PlayerState
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{
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public PlayerMoveState(CharacterCtrl characterCtrl) : base(characterCtrl)
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public PlayerMoveState(CECHostPlayer characterCtrl) : base(characterCtrl)
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{
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}
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@@ -2,8 +2,8 @@ using UnityEngine;
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public abstract class PlayerState
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{
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protected readonly CharacterCtrl _characterCtrl;
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public PlayerState(CharacterCtrl characterCtrl)
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protected readonly CECHostPlayer _characterCtrl;
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public PlayerState(CECHostPlayer characterCtrl)
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{
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_characterCtrl = characterCtrl;
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}
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@@ -3,7 +3,7 @@ using UnityEngine;
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public class PlayerStateMachine
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{
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PlayerState _state;
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CharacterCtrl _characterCtrl;
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CECHostPlayer _characterCtrl;
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public void InitState(PlayerState state)
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{
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@@ -8,7 +8,7 @@ using UnityEngine.InputSystem;
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namespace StarterAssets
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{
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[RequireComponent(typeof(CharacterCtrl))]
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[RequireComponent(typeof(CECHostPlayer))]
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#if ENABLE_INPUT_SYSTEM
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[RequireComponent(typeof(PlayerInput))]
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#endif
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@@ -102,7 +102,7 @@ namespace StarterAssets
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private PlayerInput _playerInput;
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#endif
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private Animator _animator;
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private CharacterCtrl _controller;
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private CECHostPlayer _controller;
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private StarterAssetsInputs _input;
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private GameObject _mainCamera;
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@@ -137,7 +137,7 @@ namespace StarterAssets
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_cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
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_hasAnimator = TryGetComponent(out _animator);
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_controller = GetComponent<CharacterCtrl>();
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_controller = GetComponent<CECHostPlayer>();
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_input = GetComponent<StarterAssetsInputs>();
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#if ENABLE_INPUT_SYSTEM
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_playerInput = GetComponent<PlayerInput>();
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