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using System.Collections;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using KinematicCharacterController;
using KinematicCharacterController;
using KinematicCharacterController.Examples;
using KinematicCharacterController.Examples;
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namespace
Kinematic
CharacterController
.Walkthrough.WallJumping
namespace
Lez
CharacterController
{
{
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public class
MyPlayer
: MonoBehaviour
public class
KinematicCharacterInput
: MonoBehaviour
{
{
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public
MyCharacterController
Character;
public
KinematicCharacter
Character;
private const string HorizontalInput = "Horizontal";
private const string HorizontalInput = "Horizontal";
private const string JumpInput = "Jump";
private const string JumpInput = "Jump";
private void Update()
private void Update()
{
{
HandleCharacterInput();
HandleCharacterInput();
}
}
private void HandleCharacterInput()
private void HandleCharacterInput()
{
{
PlayerCharacterInputs characterInputs = new PlayerCharacterInputs();
PlayerCharacterInputs characterInputs = new PlayerCharacterInputs();
// Build the CharacterInputs struct
// Build the CharacterInputs struct
characterInputs.horizontal = Input.GetAxisRaw(HorizontalInput);
characterInputs.horizontal = Input.GetAxisRaw(HorizontalInput);
characterInputs.JumpDown = Input.GetButtonDown(JumpInput);
characterInputs.JumpDown = Input.GetButtonDown(JumpInput);
// Apply inputs to character
// Apply inputs to character
Character.SetInputs(ref characterInputs);
Character.SetInputs(ref characterInputs);
}
}
}
}
}
}
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using System.Collections; using System.Collections.Generic; using UnityEngine; using KinematicCharacterController; using KinematicCharacterController.Examples; namespace KinematicCharacterController.Walkthrough.WallJumping { public class MyPlayer : MonoBehaviour { public MyCharacterController Character; private const string HorizontalInput = "Horizontal"; private const string JumpInput = "Jump"; private void Update() { HandleCharacterInput(); } private void HandleCharacterInput() { PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); // Build the CharacterInputs struct characterInputs.horizontal = Input.GetAxisRaw(HorizontalInput); characterInputs.JumpDown = Input.GetButtonDown(JumpInput); // Apply inputs to character Character.SetInputs(ref characterInputs); } } }
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using System.Collections; using System.Collections.Generic; using UnityEngine; using KinematicCharacterController; using KinematicCharacterController.Examples; namespace LezCharacterController { public class KinematicCharacterInput : MonoBehaviour { public KinematicCharacter Character; private const string HorizontalInput = "Horizontal"; private const string JumpInput = "Jump"; private void Update() { HandleCharacterInput(); } private void HandleCharacterInput() { PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); // Build the CharacterInputs struct characterInputs.horizontal = Input.GetAxisRaw(HorizontalInput); characterInputs.JumpDown = Input.GetButtonDown(JumpInput); // Apply inputs to character Character.SetInputs(ref characterInputs); } } }
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