CORE dashboard + a lot of changes
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@@ -10,8 +10,11 @@ using UnityEngine;
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namespace RPGCore.Movement.ObjectModules.UnitAnimator
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{
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[Serializable]
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[RequireComponent(typeof(UnitObject))]
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[RequireComponent(typeof(UnitMovementModule))]
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[ObjectModule(
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name: "[Movement] Animator",
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description: "Attached to <b>UnitObject</b> and requires <b>UnitMovementModule</b>. Updates animator data."
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)]
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public class UnitAnimatorModule : ObjectModule<UnitObject>
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{
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// CONSTANT (defined in animator)
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@@ -9,7 +9,7 @@ using UnityEngine;
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namespace RPGCore.Movement.ObjectModules.UnitMovement.Actions
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{
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public class DirectionMoveAction : BaseActionParallel
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public class DirectionMoveAction : BaseAction
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{
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private readonly Func<Vector3> _directionGetter;
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@@ -6,7 +6,7 @@ using RPGCoreCommon.Helpers;
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namespace RPGCore.Movement.ObjectModules.UnitMovement.Actions
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{
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public class JumpAction : BaseActionParallel
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public class JumpAction : BaseAction
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{
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public override void CanDoIt()
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{
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@@ -8,7 +8,7 @@ using UnityEngine.AI;
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namespace RPGCore.Movement.ObjectModules.UnitMovement.Actions
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{
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public class PointMoveAction : BaseActionParallel
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public class PointMoveAction : BaseAction
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{
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private readonly Vector3 _destination;
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@@ -5,7 +5,7 @@ using UnityEngine;
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namespace RPGCore.Movement.ObjectModules.UnitMovement.Actions
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{
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public class RotateAction : BaseActionParallel
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public class RotateAction : BaseAction
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{
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private Coroutine _rotateCoroutine;
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@@ -11,8 +11,11 @@ using UnityEngine.AI;
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namespace RPGCore.Movement.ObjectModules.UnitMovement
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{
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[Serializable]
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[RequireComponent(typeof(UnitObject))]
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[RequireComponent(typeof(CapsuleCollider))]
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[ObjectModule(
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name: "[Movement] Action Movement",
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description: "Attached to <b>UnitObject</b>. Simple movement module that allows movement in given direction. Made with action type movement in mind."
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)]
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public class UnitMovementModule : ObjectModule<UnitObject>
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{
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// SERIALIZED
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@@ -21,7 +21,7 @@ namespace RPGCore.Movement.SceneModules.ActionController
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[SerializeField] private InputActionReference _jumpInput;
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private Camera _camera;
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private BaseActionParallel _moveAction;
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private BaseAction _moveAction;
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private void Awake()
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{
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