clean : deleted all useless scripts
This commit is contained in:
@@ -1,67 +0,0 @@
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using UnityEngine;
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using Unheimlich.Core;
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using Unheimlich.Core.Utils;
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using InputManager = Unheimlich.Core.Input.InputManager;
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namespace Unheimlich.Core.Interaction
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{
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public class InteractionHandler : Singleton<InteractionHandler>
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{
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[Header("Settings")]
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[SerializeField] private float _interactionRange = 1f;
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[SerializeField] private LayerMask _interactableLayers;
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[SerializeField] private float _raycastInterval = 0.1f;
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private InteractableBase _currentInteractable;
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private Camera _playerCamera;
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private float _raycastTimer;
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protected override void OnAwake()
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{
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_playerCamera = GetComponent<Camera>();
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}
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private bool _didHit;
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private void Update()
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{
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_didHit = RaycastHelper.ThrottledRaycastComponent(
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ref _raycastTimer,
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_raycastInterval,
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_playerCamera,
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_interactionRange,
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_interactableLayers,
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out InteractableBase interactable);
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if (_didHit)
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_currentInteractable = interactable;
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else if (!_didHit && _raycastTimer <= 0f)
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_currentInteractable = null;
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HandleInteractionInput();
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}
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private void HandleInteractionInput()
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{
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var interactAction = InputManager.GetInteractAction();
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if (interactAction != null && interactAction.WasPressedThisFrame())
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{
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if (_currentInteractable != null)
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_currentInteractable.Interact();
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}
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}
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private void OnDrawGizmosSelected()
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{
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if (_playerCamera != null)
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{
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Gizmos.color = _currentInteractable != null ? Color.green : Color.red;
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Vector3 viewportCenter = new Vector3(0.5f, 0.5f, 0f);
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Ray ray = _playerCamera.ViewportPointToRay(viewportCenter);
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Gizmos.DrawRay(ray.origin, ray.direction * _interactionRange);
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}
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: d96ceb0ee513b1e4197e55e9b926269b
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@@ -1,17 +0,0 @@
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using UnityEngine;
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namespace Unheimlich.Core.Interaction
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{
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/// <summary>
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/// Base class for all interactable objects in the game.
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/// Derived classes must implement Interact() to define interaction behavior.
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/// </summary>
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public abstract class InteractableBase : MonoBehaviour
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{
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[Header("Interaction Settings")]
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[Tooltip("Text displayed when the player looks at the object")]
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public string InteractionText = "Interact";
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public abstract void Interact();
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: c2bd6cb9667f8674294172efbdf8afd3
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@@ -1,8 +1,6 @@
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using UnityEngine;
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using System.Collections.Generic;
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using Unheimlich.Features.Dialogue.Data;
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using Unheimlich.Features.DetectiveBoard.Data;
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using Unheimlich.Features.DetectiveBoard;
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using Unheimlich.Features.Player;
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using Unheimlich.Features.Dialogue;
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using Unheimlich.Features.Dialogue.UI;
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@@ -29,10 +27,6 @@ namespace Unheimlich.Core.Interaction
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[Header("Prefab")]
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[SerializeField] private ChoiceFocusHandler _wordPrefab;
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[Header("Detective Board Integration")]
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[Tooltip("Clue to unlock when words are fully merged (optional)")]
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[SerializeField] private ClueData _clueToUnlock;
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private Transform _playerTransform;
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private Camera _mainCamera;
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private List<ChoiceFocusHandler> _spawnedWords = new List<ChoiceFocusHandler>();
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@@ -327,21 +321,12 @@ namespace Unheimlich.Core.Interaction
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.setOnComplete(() =>
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{
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_hasCompletedMergeOnce = true;
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UnlockClue();
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DespawnWords();
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});
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}
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}
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}
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private void UnlockClue()
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{
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if (_clueToUnlock != null && DetectiveBoardManager.Instance != null)
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{
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DetectiveBoardManager.Instance.UnlockClue(_clueToUnlock);
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Debug.Log($"[ObjectDescription] Unlocked clue: {_clueToUnlock.name} from description merge");
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}
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}
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private void UnmergeWords()
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{
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@@ -1,173 +0,0 @@
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using System.Collections;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Unheimlich.Core;
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using Unheimlich.Features.Items;
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using Unheimlich.Features.Player;
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using InputManager = Unheimlich.Core.Input.InputManager;
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namespace Unheimlich.Core.Interaction
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{
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/// <summary>
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/// Handles player item inspection mode.
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/// </summary>
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public class PlayerInspectionHandler : Singleton<PlayerInspectionHandler>
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{
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[Header("Components")]
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[SerializeField] private Transform _inspectionHoldPoint;
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[Header("State")]
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public bool IsInspecting { get; private set; } = false;
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private InspectableItem _currentInspectedItem;
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private Coroutine _interactionListener;
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private bool _isUsingGamepad = false;
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public void ToggleInspection(InspectableItem item)
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{
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if (!IsInspecting)
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{
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StartInspection(item);
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}
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else
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{
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if (_interactionListener != null)
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StopInspection();
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}
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}
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private void StartInspection(InspectableItem item)
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{
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IsInspecting = true;
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_currentInspectedItem = item;
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// Set Inspection context (handles cursor automatically)
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InputManager.SetContext(InputManager.InputContext.Inspection);
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// Disable OctoPlayer to prevent movement and look
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if (PlayerController.Instance?.Movement != null)
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{
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PlayerController.Instance.Movement.enabled = false;
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}
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item.PrepareForInspection(_inspectionHoldPoint);
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if (_interactionListener == null)
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_interactionListener = StartCoroutine(ListenForInteraction());
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}
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private void StopInspection()
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{
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if (_interactionListener != null)
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{
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StopCoroutine(_interactionListener);
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_interactionListener = null;
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}
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StopInspectionInternal();
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}
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private void StopInspectionInternal()
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{
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if (_currentInspectedItem != null)
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{
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_currentInspectedItem.Release();
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_currentInspectedItem = null;
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StartCoroutine(DelayedToggleInput(true));
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}
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IsInspecting = false;
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}
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private IEnumerator DelayedToggleInput(bool enable)
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{
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yield return new WaitForEndOfFrame();
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// Re-enable OctoPlayer
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if (PlayerController.Instance?.Movement != null)
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{
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PlayerController.Instance.Movement.enabled = true;
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}
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// Restore Normal context (handles cursor automatically)
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InputManager.SetContext(InputManager.InputContext.Normal);
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yield break;
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}
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private IEnumerator ListenForInteraction()
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{
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yield return null;
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while (IsInspecting)
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{
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var interactAction = InputManager.GetInteractAction();
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if (interactAction != null && interactAction.WasPressedThisFrame())
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{
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StopInspectionInternal();
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yield break;
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}
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yield return null;
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}
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_interactionListener = null;
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}
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private void Update()
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{
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if (IsInspecting && _currentInspectedItem != null)
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{
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HandleObjectRotation();
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}
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}
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private void HandleObjectRotation()
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{
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if (_currentInspectedItem == null) return;
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Vector2 lookInput = Vector2.zero;
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bool hasInput = false;
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// Read input directly (not cached)
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if (Gamepad.current != null)
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{
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Vector2 stickInput = Gamepad.current.rightStick.ReadValue();
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if (stickInput.sqrMagnitude > 0.01f)
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{
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lookInput = stickInput;
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hasInput = true;
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_isUsingGamepad = true;
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}
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}
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if (!hasInput && Mouse.current != null)
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{
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Vector2 mouseDelta = Mouse.current.delta.ReadValue();
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if (mouseDelta.sqrMagnitude > 0.01f)
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{
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lookInput = mouseDelta;
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hasInput = true;
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_isUsingGamepad = false;
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}
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}
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// Only rotate if there's actual input
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if (hasInput)
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{
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// Normalize to get constant rotation speed regardless of input magnitude
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Vector2 direction = lookInput.normalized;
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float rotationMultiplier = _isUsingGamepad ? Time.deltaTime : 0.02f;
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float rotX = direction.y * _currentInspectedItem.RotationSpeed * rotationMultiplier;
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float rotY = direction.x * _currentInspectedItem.RotationSpeed * rotationMultiplier;
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_currentInspectedItem.transform.Rotate(transform.up, -rotY, Space.World);
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_currentInspectedItem.transform.Rotate(transform.right, rotX, Space.World);
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}
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 464960797e705e84a9eb87ecce4e9311
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