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49
Assets/Scripts/Optimization/AutoPlayerStateMachine.cs
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49
Assets/Scripts/Optimization/AutoPlayerStateMachine.cs
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using UnityEngine;
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namespace OnlyScove.Scripts
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{
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/// <summary>
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/// A version of PlayerStateMachine that simulates constant forward or backward input.
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/// </summary>
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public class AutoPlayerStateMachine : PlayerStateMachine
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{
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[Header("Auto Pilot Settings")]
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public bool alwaysMoveForward = true;
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public bool alwaysRun = true;
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public bool isRed = false; // New property to differentiate movement direction
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private class FakeInputReader : InputReader
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{
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public Vector2 ForcedMove { get; set; }
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public bool ForcedSprint { get; set; }
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public override Vector2 MoveInput => ForcedMove;
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public override bool IsSprintHeld => ForcedSprint;
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}
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private FakeInputReader fakeInput;
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public override InputReader Input => fakeInput;
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protected override void Awake()
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{
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fakeInput = gameObject.AddComponent<FakeInputReader>();
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base.Awake();
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}
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protected override void Update()
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{
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if (fakeInput != null)
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{
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// Logic updated: isRed moves backward (Vector2.down), others move forward (Vector2.up)
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fakeInput.ForcedMove = (isRed)
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? (alwaysMoveForward ? Vector2.down : Vector2.zero)
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: (alwaysMoveForward ? Vector2.up : Vector2.zero);
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fakeInput.ForcedSprint = alwaysRun;
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}
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base.Update();
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}
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}
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}
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