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using System;
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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 UnityEngine.InputSystem;
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namespace BITKit.Entities.Movement
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{
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public class RigidbodyBasedMovement : StateBasedComponent<IEntityMovementState>,IEntityMovement
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{
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[SerializeField] private new Rigidbody rigidbody;
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[SerializeField] private Animator animator;
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public Vector3 Position { get; set; }
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public Quaternion Rotation { get; set; }
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public Vector3 Forward { get; }
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public Vector3 ViewCenter { get; }
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public Quaternion ViewRotation { get; }
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public Vector3 LocomotionBasedVelocity { get; }
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public Vector3 Velocity { get;private set; }
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public Vector3 GroundVelocity { get; }
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public Vector3 AngularVelocity { get; }
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public bool IsGrounded { get; }
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public void SyncMovement(Vector3 velocity, Vector3 position, Quaternion rotation, bool isGrounded)
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{
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}
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public void Movement(Vector3 relativeVector)
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{
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}
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public void Movement(InputAction.CallbackContext context)
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{
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}
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public void ExecuteCommand<T>(T command = default)
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{
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}
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public event Action<object> OnCommand;
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public override void OnFixedUpdate(float deltaTime)
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{
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rigidbody.MovePosition(rigidbody.position + Velocity * deltaTime
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);
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}
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private void OnAnimatorMove()
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{
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Velocity = animator.velocity;
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}
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}
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}
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