chunk 1: core gameplay scripts scenes runtime assets

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2026-04-06 11:02:34 +03:00
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerAnimationBehaviour : MonoBehaviour
{
[Header("Component References")]
public Animator playerAnimator;
//Animation String IDs
private int playerMovementAnimationID;
private int playerAttackAnimationID;
public void SetupBehaviour()
{
SetupAnimationIDs();
}
void SetupAnimationIDs()
{
playerMovementAnimationID = Animator.StringToHash("Movement");
playerAttackAnimationID = Animator.StringToHash("Attack");
}
public void UpdateMovementAnimation(float movementBlendValue)
{
playerAnimator.SetFloat(playerMovementAnimationID, movementBlendValue);
}
public void PlayAttackAnimation()
{
// If the unified input-to-animation system is present, avoid double-triggering
if (GetComponent<InputToAnimation>() != null)
return;
playerAnimator.SetTrigger(playerAttackAnimationID);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.EventSystems;
public class PlayerController : MonoBehaviour
{
//Player ID
private int playerID;
[Header("Sub Behaviours")]
public PlayerMovementBehaviour playerMovementBehaviour;
public PlayerAnimationBehaviour playerAnimationBehaviour;
public PlayerVisualsBehaviour playerVisualsBehaviour;
[Header("Input Settings")]
public PlayerInput playerInput;
public float movementSmoothingSpeed = 1f;
private Vector3 rawInputMovement;
private Vector3 smoothInputMovement;
//Action Maps
private string actionMapPlayerControls = "Player Controls";
private string actionMapMenuControls = "Menu Controls";
//Current Control Scheme
private string currentControlScheme;
//This is called from the GameManager; when the game is being setup.
public void SetupPlayer(int newPlayerID)
{
playerID = newPlayerID;
currentControlScheme = playerInput.currentControlScheme;
playerMovementBehaviour.SetupBehaviour();
playerAnimationBehaviour.SetupBehaviour();
playerVisualsBehaviour.SetupBehaviour(playerID, playerInput);
}
//INPUT SYSTEM ACTION METHODS --------------
//This is called from PlayerInput; when a joystick or arrow keys has been pushed.
//It stores the input Vector as a Vector3 to then be used by the smoothing function.
public void OnMovement(InputAction.CallbackContext value)
{
Vector2 inputMovement = value.ReadValue<Vector2>();
rawInputMovement = new Vector3(inputMovement.x, 0, inputMovement.y);
}
//This is called from PlayerInput, when a button has been pushed, that corresponds with the 'Attack' action
public void OnAttack(InputAction.CallbackContext value)
{
// If the unified InputToAnimation exists on this GameObject, let it handle attacks exclusively
if (GetComponent<InputToAnimation>() != null)
return;
if(value.started)
{
playerAnimationBehaviour.PlayAttackAnimation();
}
}
//This is called from Player Input, when a button has been pushed, that correspons with the 'TogglePause' action
public void OnTogglePause(InputAction.CallbackContext value)
{
if(value.started)
{
//GameObject.Find("GameManager").GetComponent<GameManager>().TogglePauseState(this);
}
}
//INPUT SYSTEM AUTOMATIC CALLBACKS --------------
//This is automatically called from PlayerInput, when the input device has changed
//(IE: Keyboard -> Xbox Controller)
public void OnControlsChanged()
{
if(playerInput.currentControlScheme != currentControlScheme)
{
currentControlScheme = playerInput.currentControlScheme;
playerVisualsBehaviour.UpdatePlayerVisuals();
RemoveAllBindingOverrides();
}
}
//This is automatically called from PlayerInput, when the input device has been disconnected and can not be identified
//IE: Device unplugged or has run out of batteries
public void OnDeviceLost()
{
playerVisualsBehaviour.SetDisconnectedDeviceVisuals();
}
public void OnDeviceRegained()
{
StartCoroutine(WaitForDeviceToBeRegained());
}
IEnumerator WaitForDeviceToBeRegained()
{
yield return new WaitForSeconds(0.1f);
playerVisualsBehaviour.UpdatePlayerVisuals();
}
//Update Loop - Used for calculating frame-based data
void Update()
{
CalculateMovementInputSmoothing();
UpdatePlayerMovement();
UpdatePlayerAnimationMovement();
}
//Input's Axes values are raw
void CalculateMovementInputSmoothing()
{
smoothInputMovement = Vector3.Lerp(smoothInputMovement, rawInputMovement, Time.deltaTime * movementSmoothingSpeed);
}
void UpdatePlayerMovement()
{
playerMovementBehaviour.UpdateMovementData(smoothInputMovement);
}
void UpdatePlayerAnimationMovement()
{
playerAnimationBehaviour.UpdateMovementAnimation(smoothInputMovement.magnitude);
}
public void SetInputActiveState(bool gameIsPaused)
{
switch (gameIsPaused)
{
case true:
playerInput.DeactivateInput();
break;
case false:
playerInput.ActivateInput();
break;
}
}
void RemoveAllBindingOverrides()
{
InputActionRebindingExtensions.RemoveAllBindingOverrides(playerInput.currentActionMap);
}
//Switching Action Maps ----
public void EnableGameplayControls()
{
playerInput.SwitchCurrentActionMap(actionMapPlayerControls);
}
public void EnablePauseMenuControls()
{
playerInput.SwitchCurrentActionMap(actionMapMenuControls);
}
//Get Data ----
public int GetPlayerID()
{
return playerID;
}
public InputActionAsset GetActionAsset()
{
return playerInput.actions;
}
public PlayerInput GetPlayerInput()
{
return playerInput;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovementBehaviour : MonoBehaviour
{
[Header("Component References")]
public Rigidbody playerRigidbody;
[Header("Movement Settings")]
public float movementSpeed = 3f;
public float turnSpeed = 0.1f;
//Stored Values
private Camera mainCamera;
private Vector3 movementDirection;
public void SetupBehaviour()
{
SetGameplayCamera();
}
void SetGameplayCamera()
{
mainCamera = CameraManager.Instance.GetGameplayCamera();
}
public void UpdateMovementData(Vector3 newMovementDirection)
{
movementDirection = newMovementDirection;
}
void FixedUpdate()
{
MoveThePlayer();
TurnThePlayer();
}
void MoveThePlayer()
{
Vector3 movement = CameraDirection(movementDirection) * movementSpeed * Time.deltaTime;
playerRigidbody.MovePosition(transform.position + movement);
}
void TurnThePlayer()
{
if(movementDirection.sqrMagnitude > 0.01f)
{
Quaternion rotation = Quaternion.Slerp(playerRigidbody.rotation,
Quaternion.LookRotation (CameraDirection(movementDirection)),
turnSpeed);
playerRigidbody.MoveRotation(rotation);
}
}
Vector3 CameraDirection(Vector3 movementDirection)
{
var cameraForward = mainCamera.transform.forward;
var cameraRight = mainCamera.transform.right;
cameraForward.y = 0f;
cameraRight.y = 0f;
return cameraForward * movementDirection.z + cameraRight * movementDirection.x;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class PlayerUIDisplayBehaviour : MonoBehaviour
{
public TextMeshProUGUI IDDisplayText;
public TextMeshProUGUI deviceNameDisplayText;
public Image deviceDisplayIcon;
public void UpdatePlayerIDDisplayText(int newPlayerID)
{
IDDisplayText.SetText((newPlayerID + 1).ToString());
}
public void UpdatePlayerDeviceNameDisplayText(string newDeviceName)
{
deviceNameDisplayText.SetText(newDeviceName);
}
public void UpdatePlayerIconDisplayColor(Color newColor)
{
deviceDisplayIcon.color = newColor;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerVisualsBehaviour : MonoBehaviour
{
//Player ID
private int playerID;
private PlayerInput playerInput;
[Header("Device Display Settings")]
public DeviceDisplayConfigurator deviceDisplaySettings;
[Header("Sub Behaviours")]
public PlayerUIDisplayBehaviour playerUIDisplayBehaviour;
[Header("Player Material")]
public SkinnedMeshRenderer playerSkinnedMeshRenderer;
private int clothingTintShaderID;
public void SetupBehaviour(int newPlayerID, PlayerInput newPlayerInput)
{
playerID = newPlayerID;
playerInput = newPlayerInput;
SetupShaderIDs();
UpdatePlayerVisuals();
}
void SetupShaderIDs()
{
clothingTintShaderID = Shader.PropertyToID("_Clothing_Tint");
}
public void UpdatePlayerVisuals()
{
UpdateUIDisplay();
UpdateCharacterShader();
}
void UpdateUIDisplay()
{
playerUIDisplayBehaviour.UpdatePlayerIDDisplayText(playerID);
string deviceName = deviceDisplaySettings.GetDeviceName(playerInput);
playerUIDisplayBehaviour.UpdatePlayerDeviceNameDisplayText(deviceName);
Color deviceColor = deviceDisplaySettings.GetDeviceColor(playerInput);
playerUIDisplayBehaviour.UpdatePlayerIconDisplayColor(deviceColor);
}
void UpdateCharacterShader()
{
Color deviceColor = deviceDisplaySettings.GetDeviceColor(playerInput);
playerSkinnedMeshRenderer.material.SetColor(clothingTintShaderID, deviceColor);
}
public void SetDisconnectedDeviceVisuals()
{
string disconnectedName = deviceDisplaySettings.GetDisconnectedName();
playerUIDisplayBehaviour.UpdatePlayerDeviceNameDisplayText(disconnectedName);
Color disconnectedColor = deviceDisplaySettings.GetDisconnectedColor();
playerUIDisplayBehaviour.UpdatePlayerIconDisplayColor(disconnectedColor);
playerSkinnedMeshRenderer.material.SetColor(clothingTintShaderID, disconnectedColor);
}
}

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using UnityEngine;
using System.Collections;
[ExecuteAlways]
public class UIBillboardBehaviour : MonoBehaviour
{
private Transform gameplayCameraTransform;
void OnEnable()
{
gameplayCameraTransform = CameraManager.Instance.GetGameplayCameraTransform();
}
void OnDisable()
{
gameplayCameraTransform = null;
}
void LateUpdate()
{
if(gameplayCameraTransform)
{
transform.LookAt(transform.position + gameplayCameraTransform.rotation * Vector3.forward, gameplayCameraTransform.rotation * Vector3.up);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIContextPanelsBehaviour : MonoBehaviour
{
public GameObject[] contextPanels;
private int currentContextPanelID;
public void SetupContextPanels()
{
currentContextPanelID = 0;
for(int i = 0; i < contextPanels.Length; i++)
{
contextPanels[i].SetActive(false);
}
contextPanels[currentContextPanelID].SetActive(true);
}
public void UpdateContextPanels(int newContextPanelID)
{
contextPanels[currentContextPanelID].SetActive(false);
currentContextPanelID = newContextPanelID;
contextPanels[currentContextPanelID].SetActive(true);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class UIMenuBehaviour : MonoBehaviour
{
[Header("Sub-Behaviours")]
public UIContextPanelsBehaviour uiContextPanelsBehaviour;
public UIPanelRebindBehaviour uiPanelRebindBehaviour;
[Header("Core Object References")]
public GameObject uiMenuCameraObject;
public GameObject uiMenuCanvasObject;
[Header("Default Selected")]
public GameObject defaultSelectedGameObject;
[Header("Player Display")]
public DeviceDisplayConfigurator deviceDisplayconfigurator;
public Image deviceDisplayIcon;
public TextMeshProUGUI IDDisplayText;
public void SetupBehaviour()
{
UpdateUIMenuState(false);
}
public void UpdateUIMenuState(bool newState)
{
switch (newState)
{
case true:
ResetContextPanels();
UpdateEventSystemDefaultSelected();
UpdateEventSystemUIInputModule();
UpdateUIPlayerDisplay();
UpdateUIRebindActions();
break;
case false:
break;
}
UpdateCoreUIObjectsState(newState);
}
void ResetContextPanels()
{
uiContextPanelsBehaviour.SetupContextPanels();
}
void UpdateCoreUIObjectsState(bool newState)
{
uiMenuCameraObject.SetActive(newState);
uiMenuCanvasObject.SetActive(newState);
}
void UpdateUIPlayerDisplay()
{
/*PlayerController focusedPlayerController = GameObject.Find("GameManager").GetComponent<GameManager>().GetFocusedPlayerController();
//ID
int focusedPlayerID = focusedPlayerController.GetPlayerID();
IDDisplayText.SetText((focusedPlayerID + 1).ToString());
//Color
Color focusedPlayerDeviceColor = deviceDisplayconfigurator.GetDeviceColor(focusedPlayerController.GetPlayerInput());
deviceDisplayIcon.color = focusedPlayerDeviceColor;*/
}
void UpdateEventSystemDefaultSelected()
{
EventSystemManager.Instance.SetCurrentSelectedGameObject(defaultSelectedGameObject);
}
void UpdateEventSystemUIInputModule()
{
EventSystemManager.Instance.UpdateActionAssetToFocusedPlayer();
}
void UpdateUIRebindActions()
{
uiPanelRebindBehaviour.UpdateRebindActions();
}
public void SwitchUIContextPanels(int selectedPanelID)
{
uiContextPanelsBehaviour.UpdateContextPanels(selectedPanelID);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIMenuOptionBehaviour : MonoBehaviour
{
public int contextPanelID;
public void ButtonOptionSelected()
{
UIManager.Instance.MenuButtonOptionSelected(contextPanelID);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
public class UIMenuPlayerDeviceDisplayBehaviour : MonoBehaviour
{
[Header("Device Display")]
public DeviceDisplayConfigurator deviceDisplayConfigurator;
[Header("Display References")]
public TextMeshProUGUI playerIDDisplay;
public TextMeshProUGUI playerDeviceDisplay;
public Image playerDeviceDisplayIcon;
public void SetPlayerDeviceDisplay(int playerID, string playerDevicePath)
{
playerIDDisplay.SetText((playerID + 1).ToString());
UpdatePlayerDeviceDisplay(playerDevicePath);
}
public void UpdatePlayerDeviceDisplay(string playerDevicePath)
{
/*
playerDeviceDisplay.SetText(deviceDisplayConfigurator.GetDeviceDisplayName(playerDevicePath));
playerDeviceDisplayIcon.color = deviceDisplayConfigurator.GetDeviceDisplayColor(playerDevicePath);
*/
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIPanelQuitBehaviour : MonoBehaviour
{
public void ButtonPressedQuitGame()
{
QuitGame();
}
void QuitGame()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIPanelRebindBehaviour : MonoBehaviour
{
public UIRebindActionBehaviour[] uiRebindActionBehaviours;
public void UpdateRebindActions()
{
for(int i = 0; i < uiRebindActionBehaviours.Length; i++)
{
uiRebindActionBehaviours[i].UpdateBehaviour();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using TMPro;
public class UIRebindActionBehaviour : MonoBehaviour
{
//Input System Stored Data
private InputActionAsset focusedInputActionAsset;
private PlayerInput focusedPlayerInput;
private InputAction focusedInputAction;
private InputActionRebindingExtensions.RebindingOperation rebindOperation;
[Header("Rebind Settings")]
public string actionName;
[Header("Device Display Settings")]
public DeviceDisplayConfigurator deviceDisplaySettings;
[Header("UI Display - Action Text")]
public TextMeshProUGUI actionNameDisplayText;
[Header("UI Display - Binding Text or Icon")]
public TextMeshProUGUI bindingNameDisplayText;
public Image bindingIconDisplayImage;
[Header("UI Display - Buttons")]
public GameObject rebindButtonObject;
public GameObject resetButtonObject;
[Header("UI Display - Listening Text")]
public GameObject listeningForInputObject;
public void UpdateBehaviour()
{
GetFocusedPlayerInput();
SetupFocusedInputAction();
UpdateActionDisplayUI();
UpdateBindingDisplayUI();
}
void GetFocusedPlayerInput()
{
/*PlayerController focusedPlayerController = GameObject.Find("GameManager").GetComponent<GameManager>().GetFocusedPlayerController();
focusedPlayerInput = focusedPlayerController.GetPlayerInput();*/
}
void SetupFocusedInputAction()
{
focusedInputAction = focusedPlayerInput.actions.FindAction(actionName);
}
public void ButtonPressedStartRebind()
{
StartRebindProcess();
}
void StartRebindProcess()
{
ToggleGameObjectState(rebindButtonObject, false);
ToggleGameObjectState(resetButtonObject, false);
ToggleGameObjectState(listeningForInputObject, true);
rebindOperation = focusedInputAction.PerformInteractiveRebinding()
.WithControlsExcluding("<Mouse>/position")
.WithControlsExcluding("<Mouse>/delta")
.WithControlsExcluding("<Gamepad>/Start")
.WithControlsExcluding("<Keyboard>/p")
.WithControlsExcluding("<Keyboard>/escape")
.OnMatchWaitForAnother(0.1f)
.OnComplete(operation => RebindCompleted());
rebindOperation.Start();
}
void RebindCompleted()
{
rebindOperation.Dispose();
rebindOperation = null;
ToggleGameObjectState(rebindButtonObject, true);
ToggleGameObjectState(resetButtonObject, true);
ToggleGameObjectState(listeningForInputObject, false);
UpdateActionDisplayUI();
UpdateBindingDisplayUI();
}
public void ButtonPressedResetBinding()
{
ResetBinding();
}
public void ResetBinding()
{
InputActionRebindingExtensions.RemoveAllBindingOverrides(focusedInputAction);
UpdateBindingDisplayUI();
}
void UpdateActionDisplayUI()
{
actionNameDisplayText.SetText(actionName);
}
void UpdateBindingDisplayUI()
{
int controlBindingIndex = focusedInputAction.GetBindingIndexForControl(focusedInputAction.controls[0]);
string currentBindingInput = InputControlPath.ToHumanReadableString(focusedInputAction.bindings[controlBindingIndex].effectivePath, InputControlPath.HumanReadableStringOptions.OmitDevice);
Sprite currentDisplayIcon = deviceDisplaySettings.GetDeviceBindingIcon(focusedPlayerInput, currentBindingInput);
if(currentDisplayIcon)
{
ToggleGameObjectState(bindingNameDisplayText.gameObject, false);
ToggleGameObjectState(bindingIconDisplayImage.gameObject, true);
bindingIconDisplayImage.sprite = currentDisplayIcon;
} else if(currentDisplayIcon == null)
{
ToggleGameObjectState(bindingNameDisplayText.gameObject, true);
ToggleGameObjectState(bindingIconDisplayImage.gameObject, false);
bindingNameDisplayText.SetText(currentBindingInput);
}
}
void ToggleGameObjectState(GameObject targetGameObject, bool newState)
{
targetGameObject.SetActive(newState);
}
}

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