feat: add test shurken
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6
Assets/Scripts/Units/Combat/CombatType.cs
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6
Assets/Scripts/Units/Combat/CombatType.cs
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@@ -0,0 +1,6 @@
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namespace Reset.Core{
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public enum CombatType{
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Melee = 0,
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Ranged = 1
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}
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}
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3
Assets/Scripts/Units/Combat/CombatType.cs.meta
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3
Assets/Scripts/Units/Combat/CombatType.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: eb3157c88aaa41f8b0b20d4690bb1459
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timeCreated: 1767997846
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7
Assets/Scripts/Units/PlayerCombat.cs
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7
Assets/Scripts/Units/PlayerCombat.cs
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@@ -0,0 +1,7 @@
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using Reset.Core;
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namespace Reset.Units{
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public class PlayerCombat : UnitCombat{
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public CombatType currentCombatType;
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}
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}
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3
Assets/Scripts/Units/PlayerCombat.cs.meta
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3
Assets/Scripts/Units/PlayerCombat.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e2b74fc5d4eb483bb4e637c3be6353b2
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timeCreated: 1767998040
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@@ -36,10 +36,18 @@ namespace Reset.Units{
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currentWeaponItem.transform.rotation = (Unit.Animation as PlayerAnimation).rightHand.rotation * Quaternion.Euler(meleeWeapon.handRotationOffset);
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Debug.Log(currentWeapon);
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//
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(currentWeapon as Weapon).AddActorScript();
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//
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// Unit.Graph.SendEvent("Draw Weapon");
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}
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public GameObject GetCurrentWeaponItem(){
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return currentWeaponItem;
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}
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public void OnHolsterWeapon(){
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Destroy(currentWeaponItem);
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currentWeaponItem = null;
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@@ -1,5 +1,6 @@
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Reset.Units{
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public class UnitAnimation : UnitComponent{
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@@ -30,6 +31,11 @@ namespace Reset.Units{
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// }
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modelAnimator.SetFloat("Move Direction X", moveSpeed);
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modelAnimator.SetFloat("Gravity", Unit.Movement.resolvedMovement.gravity);
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modelAnimator.SetBool("Grounded", Physics.Raycast(transform.position, Vector3.down, .2f));
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Debug.Log(Unit.Movement.GetGrounded());
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}
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private void LateUpdate(){
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@@ -359,6 +359,10 @@ namespace Reset.Units{
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public Quaternion GetResolvedRotation(){
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return resolvedMovement.rotation;
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}
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public bool GetGrounded(){
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return controller.isGrounded;
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}
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[Button("Initialize Settings", ButtonHeight = 30), PropertySpace(10,5 )]
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void InitAllSettings(){
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