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using MoreMountains.Feedbacks;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MoreMountains.Feel
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{
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/// <summary>
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/// An example class part of the Feel demos
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/// This class acts as a character controller for the Duck in the FeelDuck demo scene
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/// It looks for input, and jumps when instructed to
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/// </summary>
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public class BounceManager : MonoBehaviour
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{
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[Header("Cooldown")]
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/// a duration, in seconds, between two jumps, during which jumps are prevented
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[Tooltip("a duration, in seconds, between two jumps, during which jumps are prevented")]
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public float CooldownDuration = 1f;
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[Header("Bindings")]
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/// the animator of the 'no feedback' version
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[Tooltip("the animator of the 'no feedback' version")]
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public Animator NoFeedbackAnimator;
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/// the animator of the 'feedback' version
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[Tooltip("the animator of the 'feedback' version")]
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public Animator FeedbackAnimator;
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protected float _lastJumpStartedAt = -100f;
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/// <summary>
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/// On Update we look for input
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/// </summary>
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protected virtual void Update()
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{
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HandleInput();
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}
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/// <summary>
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/// Detects input
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/// </summary>
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protected virtual void HandleInput()
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{
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if (FeelDemosInputHelper.CheckMainActionInputPressedThisFrame())
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{
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Jump();
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}
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}
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/// <summary>
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/// Performs a jump if possible, otherwise plays a denied feedback
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/// </summary>
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protected virtual void Jump()
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{
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if (Time.time - _lastJumpStartedAt < CooldownDuration)
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{
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}
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else
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{
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if (FeedbackAnimator.isActiveAndEnabled)
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{
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FeedbackAnimator.SetTrigger("Jump");
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}
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if (NoFeedbackAnimator.isActiveAndEnabled)
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{
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NoFeedbackAnimator.SetTrigger("Jump");
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}
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_lastJumpStartedAt = Time.time;
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}
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}
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}
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}
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