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159
Assets/Scripts/PlayerController.cs
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159
Assets/Scripts/PlayerController.cs
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class FirstPersonController : MonoBehaviour
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{
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[Header("Movement Settings")]
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public float speed = 5.0f;
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public float mouseSensitivity = 10.0f;
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[Header("Camera Settings")]
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public Transform cameraTarget;
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public float minVerticalAngle = -90.0f;
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public float maxVerticalAngle = 90.0f;
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private CharacterController controller;
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private Vector2 moveInput;
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private Vector2 lookInput;
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private float verticalRotation = 0f;
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private Vector3 velocity = Vector3.zero;
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private float gravity = 9.81f;
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[Header("Input System")]
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public InputActionAsset inputActionAsset;
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private InputAction moveAction;
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private InputAction lookAction;
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private InputAction toggleMenuAction; // Single action for TAB
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[Header("Shop Menu")]
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[SerializeField] GameObject inventoryMenuUI; // Current inventory
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[SerializeField] GameObject buyMenuUI; // Buy inventory
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private bool isPaused = false; // Master state for Cursor + Camera
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void Start()
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{
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controller = GetComponent<CharacterController>();
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if (cameraTarget == null) Debug.LogError("Assign 'Camera Target'!");
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// Initialize state: Locked cursor, Camera active
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SetPauseState(false);
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inventoryMenuUI.SetActive(false);
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buyMenuUI.SetActive(false);
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// Initialize shop menu UI
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}
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void OnEnable()
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{
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if (inputActionAsset != null)
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{
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// Find Actions
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moveAction = inputActionAsset.FindAction("Move");
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lookAction = inputActionAsset.FindAction("Look");
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// Make sure this name matches your Input Action Asset exactly!
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toggleMenuAction = inputActionAsset.FindAction("ToggleMenu");
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// Enable Actions
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moveAction?.Enable();
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lookAction?.Enable();
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toggleMenuAction?.Enable();
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// Subscribe to Events
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if (moveAction != null)
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{
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moveAction.performed += ctx => moveInput = ctx.ReadValue<Vector2>();
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moveAction.canceled += ctx => moveInput = Vector2.zero;
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}
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if (lookAction != null)
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{
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lookAction.performed += ctx => lookInput = ctx.ReadValue<Vector2>();
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lookAction.canceled += ctx => lookInput = Vector2.zero;
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}
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if (toggleMenuAction != null)
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{
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toggleMenuAction.performed += OnToggleMenuPerformed;
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}
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}
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}
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void OnDisable()
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{
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moveAction?.Disable();
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lookAction?.Disable();
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toggleMenuAction?.Disable();
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}
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// Triggered when TAB is pressed
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void OnToggleMenuPerformed(InputAction.CallbackContext context)
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{
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// Toggle the boolean state
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isPaused = !isPaused;
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// Apply the new state
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SetPauseState(isPaused);
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}
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// Central function to handle what happens when paused/unpaused
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void SetPauseState(bool paused)
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{
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if (paused)
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{
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// FREEZE: Show cursor, unlock mouse, stop camera
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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inventoryMenuUI.SetActive(true);
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buyMenuUI.SetActive(true);
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}
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else
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{
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// RESUME: Hide cursor, lock mouse, allow camera
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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inventoryMenuUI.SetActive(false);
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buyMenuUI.SetActive(false);
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}
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}
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void Update()
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{
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// Always allow movement? Or restrict movement when paused?
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// If you want to stop walking when TAB is pressed, wrap this in "if (!isPaused)"
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HandleMovement();
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// Only rotate camera if NOT paused
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if (!isPaused)
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{
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HandleRotation();
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}
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}
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void HandleMovement()
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{
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Vector3 move = transform.right * moveInput.x + transform.forward * moveInput.y;
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velocity.y -= gravity * Time.deltaTime;
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move.y = velocity.y;
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controller.Move(move * speed * Time.deltaTime);
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}
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void HandleRotation()
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{
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// Horizontal (Body)
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float mouseX = lookInput.x * mouseSensitivity * Time.deltaTime;
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transform.Rotate(Vector3.up * mouseX);
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// Vertical (Camera Target)
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if (cameraTarget != null)
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{
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float mouseY = lookInput.y * mouseSensitivity * Time.deltaTime;
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verticalRotation -= mouseY;
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verticalRotation = Mathf.Clamp(verticalRotation, minVerticalAngle, maxVerticalAngle);
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cameraTarget.localRotation = Quaternion.Euler(verticalRotation, 0f, 0f);
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}
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}
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}
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