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Assets/Scripts/PlayerController.cs
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240
Assets/Scripts/PlayerController.cs
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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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using Cinemachine;
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public class PlayerController : MonoBehaviour{
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EnemyController[] enemies;
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public SceneLoader sceneLoader;
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public bool active;
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public GameObject otherPlayer;
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[Space]
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public GameObject bloodExplosion;
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[Space]
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public float shootSpeed = 2;
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public GameObject spiritPrefab;
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public float spawnOffset;
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[Space]
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public CinemachineVirtualCamera vCam;
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[Space]
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public float speed;
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[Range(0, .3f)] public float movementSmoothing = .05f;
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float horizontalMove;
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Vector2 velocity = Vector2.zero;
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[Header("Jump")]
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public float jumpForce;
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public float fallMultiplier = 2.5f;
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public float lowJumpMultiplier = 2f;
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float gravityScale;
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[Range(0, .3f)] public float jumpPressedRememberTime;
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float jumpPressedRemember;
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[Range(0, .3f)] public float groundedRememberTime;
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float groundedRemember;
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public Transform feetPos;
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[Range(0, .5f)] public float feetRadius;
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public LayerMask whatIsGround;
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bool isGrounded;
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bool wasGrounded;
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bool jump;
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[Header("Bounce")]
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public float bounceForce;
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public LayerMask whatIsBouncing;
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public float playerBounceForce;
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public LayerMask whatIsPlayerBouncing;
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bool bouncing;
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[Space]
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public Animator anim;
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public Animator bounce;
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public Animator lightController;
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Rigidbody2D rb2d;
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void Awake(){
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enemies = FindObjectsOfType<EnemyController>();
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}
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// Start is called before the first frame update
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void Start(){
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rb2d = GetComponent<Rigidbody2D>();
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gravityScale = rb2d.gravityScale;
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lightController.SetBool("Enabled", active);
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}
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bool canMove;
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int h;
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bool wasActive;
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// Update is called once per frame
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void Update(){
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if(active && !wasActive){
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foreach(EnemyController e in enemies){
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e.WhoIsPlayer(gameObject);
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}
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wasActive = true;
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}
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if (canMove){
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horizontalMove = Input.GetAxis("Horizontal") * speed;
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if (Input.GetAxisRaw("Horizontal") != 0){
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Flip(Input.GetAxisRaw("Horizontal"));
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h = Mathf.RoundToInt(Input.GetAxisRaw("Horizontal"));
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}
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if (Input.GetButtonDown("Fire1")){
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ShootSpirit((h == 0) ? 1 : h);
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}
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}else{
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horizontalMove = 0;
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}
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isGrounded = Physics2D.OverlapCircle(feetPos.position, feetRadius, whatIsGround);
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anim.SetBool("Grounded", isGrounded);
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if (active){
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canMove = true;
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lightController.SetBool("Enabled", true);
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}else{
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canMove = false;
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lightController.SetBool("Enabled", false);
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}
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#region Jump
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if (isGrounded && !wasGrounded){
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bounce.SetTrigger("Bounce");
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wasGrounded = true;
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}else if (!isGrounded){
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wasGrounded = false;
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}
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jumpPressedRemember -= Time.deltaTime;
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if (Input.GetButtonDown("Jump")){
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jumpPressedRemember = jumpPressedRememberTime;
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}
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groundedRemember -= Time.deltaTime;
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if (isGrounded){
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groundedRemember = groundedRememberTime;
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bouncing = false;
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}
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if ((jumpPressedRemember > 0) && (groundedRemember > 0)){
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if (canMove){
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jump = true;
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jumpPressedRemember = 0;
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groundedRemember = 0;
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}
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}
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#endregion
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bool isBouncing = Physics2D.OverlapCircle(feetPos.position, feetRadius, whatIsBouncing);
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if (isBouncing){
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Jump(bounceForce);
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bouncing = true;
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isBouncing = false;
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}
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bool isPlayerBouncing = Physics2D.OverlapCircle(feetPos.position, feetRadius, whatIsPlayerBouncing);
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if (isPlayerBouncing){
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Jump(playerBounceForce);
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otherPlayer.GetComponent<PlayerController>().PlayBounceAnimation();
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bouncing = true;
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isBouncing = false;
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}
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}
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void FixedUpdate(){
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Vector2 targetVelocity = new Vector2(horizontalMove, rb2d.velocity.y);
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rb2d.velocity = Vector2.SmoothDamp(rb2d.velocity, targetVelocity, ref velocity, movementSmoothing);
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anim.SetFloat("Velocity", Mathf.Abs(rb2d.velocity.x));
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#region Jump
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if(!bouncing && canMove){
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if (rb2d.velocity.y < 0){
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rb2d.gravityScale = fallMultiplier * gravityScale;
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}else if (rb2d.velocity.y > 0 && !Input.GetButton("Jump")){
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rb2d.gravityScale = lowJumpMultiplier * gravityScale;
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}else{
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rb2d.gravityScale = gravityScale;
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}
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}
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if (jump){
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Jump(jumpForce);
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jump = false;
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}
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#endregion
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}
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public void PlayBounceAnimation(){
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bounce.SetTrigger("Bounce");
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}
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void Jump(float force){
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bounce.SetTrigger("Bounce");
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rb2d.velocity = new Vector2(rb2d.velocity.x, 0);
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rb2d.AddForce(Vector2.up * force, ForceMode2D.Impulse);
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}
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void Flip(float h){
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transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x) * h, transform.localScale.y, transform.localScale.z);
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}
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void ShootSpirit(int direction){
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var spirit = Instantiate(spiritPrefab, transform.position, transform.rotation);
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Rigidbody2D rigidbody = spirit.GetComponent<Rigidbody2D>();
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spirit.transform.position += new Vector3(spawnOffset * direction, 0, 0);
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rigidbody.AddForce(new Vector2(shootSpeed * direction, 5), ForceMode2D.Impulse);
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vCam.Follow = spirit.transform;
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spirit.GetComponent<SpiritBall>().SetCamera(vCam, GetComponent<PlayerController>());
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foreach(EnemyController e in enemies){
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e.WhoIsPlayer(null);
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}
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wasActive = false;
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active = false;
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}
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void Die(){
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Instantiate(bloodExplosion, transform.position, Quaternion.identity);
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sceneLoader.LoadScene(0);
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gameObject.SetActive(false);
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otherPlayer.SetActive(false);
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}
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void OnTriggerEnter2D(Collider2D col){
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if(col.gameObject.tag == "InstantDeath"){
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Die();
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}
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if(col.gameObject.tag == "Win"){
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Time.timeScale = 0;
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sceneLoader.LoadScene(0);
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}
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}
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void OnCollisionEnter2D(Collision2D col){
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if(col.gameObject.tag == "Enemy"){
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Die();
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}
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}
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void OnDrawGizmos(){
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(feetPos.position, feetRadius);
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}
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}
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