260 lines
5.9 KiB
C#
260 lines
5.9 KiB
C#
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using UdonSharp;
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using UnityEngine;
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using VRC.SDKBase;
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using VRC.Udon.Common;
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public enum ChickenState
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{
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Idle,
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Walk,
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Run,
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Eat,
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Held,
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Airborne
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}
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public class Chimken : UdonSharpBehaviour
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{
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[SerializeField] private Transform GroundRayStart;
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[SerializeField] private Transform GroundRayEnd;
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[SerializeField] private Transform WallRayStart;
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[SerializeField] private Transform WallRayEnd;
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[SerializeField] private string _FollowUser = "";
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[UdonSynced, FieldChangeCallback(nameof(AnimationState))] private ChickenState _AnimationState = 0;
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[UdonSynced] private bool _IsBeingHeld = false;
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[UdonSynced] private float _MovementDirectionDegrees = 0.0f;
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private VRCPlayerApi _PlayerToFollow = null;
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private bool _Moving = false;
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private float _MovementTimer = 0.0f;
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private Animator _Animator = null;
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private float _WallColliderTimer = 0.0f;
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private const float WALK_SPEED = 0.35f;
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private const float RUN_SPEED = 1.4f;
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private const float TURN_LERP_SPEED = 0.15f;
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void Start()
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{
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_Animator = GetComponent<Animator>();
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}
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void FixedUpdate()
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{
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bool Airborne = true;
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if (Networking.IsOwner(gameObject))
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{
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RaycastHit HitInfo;
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// Ground collision detection
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if (_IsBeingHeld)
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{
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SetAnimationState(ChickenState.Held);
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}
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else if (Physics.Raycast(GroundRayStart.position, GroundRayStart.forward, out HitInfo, GroundRayEnd.localPosition.z))
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{
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transform.position = HitInfo.point;
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Airborne = false;
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}
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else
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{
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SetAnimationState(ChickenState.Airborne);
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}
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// Wall collision detection
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_WallColliderTimer -= Time.fixedDeltaTime;
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if (_WallColliderTimer <= 0.0f && _Moving)
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{
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if (Physics.Raycast(WallRayStart.position, WallRayStart.forward, out HitInfo, WallRayEnd.localPosition.z))
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{
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float OldMovementDirection = _MovementDirectionDegrees;
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Vector3 ReflectedAngle = Vector3.Reflect(WallRayStart.forward, HitInfo.normal);
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_MovementDirectionDegrees = Vector3.SignedAngle(Vector3.forward, ReflectedAngle, Vector3.up);
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}
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_WallColliderTimer = 0.25f;
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}
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}
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Vector3 PlayerPosition;
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Vector3 PlayerPositionLateral;
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GetFollowPlayerPositions(out PlayerPosition, out PlayerPositionLateral);
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Vector3 ChickenPositionLateral = new Vector3(transform.position.x, 0.0f, transform.position.z);
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if (!Airborne)
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{
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if (_PlayerToFollow != null)
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{
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float DistanceToPlayer = Vector3.Distance(ChickenPositionLateral, PlayerPositionLateral);
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if (DistanceToPlayer <= 0.7f)
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{
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SetAnimationState(ChickenState.Eat);
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}
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else
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{
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SetAnimationState(DistanceToPlayer <= 2.75f ? ChickenState.Walk : ChickenState.Run);
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}
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}
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else
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{
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_MovementTimer -= Time.deltaTime;
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if (_MovementTimer <= 0.0f && Networking.IsOwner(gameObject))
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{
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SetAnimationState((ChickenState)Random.Range(0, 4));
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}
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}
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}
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if (_Moving)
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{
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switch (_AnimationState)
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{
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case ChickenState.Walk:
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transform.position += (transform.forward * Time.fixedDeltaTime * WALK_SPEED);
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break;
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case ChickenState.Run:
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transform.position += (transform.forward * Time.fixedDeltaTime * RUN_SPEED);
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break;
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case ChickenState.Airborne:
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transform.position += (transform.forward * Time.fixedDeltaTime * RUN_SPEED);
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break;
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}
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}
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if (_Moving && _PlayerToFollow == null)
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{
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transform.rotation = Quaternion.Euler(
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transform.eulerAngles.x,
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Mathf.LerpAngle(transform.rotation.eulerAngles.y, _MovementDirectionDegrees, TURN_LERP_SPEED),
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transform.eulerAngles.z);
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}
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else
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{
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float Angle = Vector3.SignedAngle(transform.forward, (PlayerPositionLateral - ChickenPositionLateral).normalized, transform.up);
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transform.rotation = Quaternion.Euler(
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transform.eulerAngles.x,
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Mathf.LerpAngle(transform.rotation.eulerAngles.y, transform.rotation.eulerAngles.y + Angle, TURN_LERP_SPEED),
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transform.eulerAngles.z);
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}
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// Reset roll and pitch to zero on every physics update so the chicken stays upright
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Vector3 Rotation = transform.eulerAngles;
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Rotation.x = 0.0f;
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Rotation.z = 0.0f;
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transform.rotation = Quaternion.Euler(Rotation);
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}
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public override void OnPlayerJoined(VRCPlayerApi Player)
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{
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if (Player.displayName == _FollowUser)
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{
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_PlayerToFollow = Player;
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}
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base.OnPlayerJoined(Player);
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}
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public override void OnPlayerLeft(VRCPlayerApi Player)
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{
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if (Player.displayName == _FollowUser)
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{
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_PlayerToFollow = null;
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}
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base.OnPlayerLeft(Player);
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}
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public override void OnPickup()
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{
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Networking.SetOwner(Networking.LocalPlayer, gameObject);
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SetAnimationState(ChickenState.Held);
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_IsBeingHeld = true;
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base.OnPickup();
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}
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public override void OnDrop()
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{
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_IsBeingHeld = false;
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base.OnDrop();
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}
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private void SetAnimationState(ChickenState State)
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{
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if (Networking.IsOwner(gameObject))
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{
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AnimationState = State;
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_MovementDirectionDegrees = Random.Range(0.0f, 360.0f - float.MinValue);
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RequestSerialization();
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}
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}
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private void OnStateChanged()
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{
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_Animator.SetInteger("State", (int)AnimationState);
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_Moving = false;
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switch (AnimationState)
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{
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case ChickenState.Idle:
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_MovementTimer = 4.0f;
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break;
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case ChickenState.Walk:
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_MovementTimer = 4.5f;
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_Moving = true;
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break;
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case ChickenState.Run:
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_MovementTimer = 1.2f;
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_Moving = true;
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break;
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case ChickenState.Eat:
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_MovementTimer = 6.0f;
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break;
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case ChickenState.Held:
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_MovementTimer = 0.0f;
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break;
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case ChickenState.Airborne:
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_MovementTimer = 0.0f;
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_Moving = true;
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break;
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}
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}
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private bool GetFollowPlayerPositions(out Vector3 PlayerPosition, out Vector3 PlayerPositionLateral)
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{
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if (_PlayerToFollow != null)
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{
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PlayerPosition = _PlayerToFollow.GetPosition();
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PlayerPositionLateral = new Vector3(PlayerPosition.x, 0.0f, PlayerPosition.z);
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return true;
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}
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PlayerPosition = Vector3.zero;
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PlayerPositionLateral = Vector3.zero;
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return false;
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}
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private ChickenState AnimationState
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{
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set
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{
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_AnimationState = value;
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OnStateChanged();
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}
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get => _AnimationState;
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}
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}
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