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Renamed Aspect.CharacterComponent to Aspect.CharacterData
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+7
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Assets/Samples/Character Controller/1.1.0-exp.10/Standard Characters/ThirdPerson/Scripts/ThirdPersonCharacterAspect.cs

+7-7
Original file line numberDiff line numberDiff line change
@@ -22,12 +22,12 @@ public void OnSystemUpdate(ref SystemState state)
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public readonly partial struct ThirdPersonCharacterAspect : IAspect, IKinematicCharacterProcessor<ThirdPersonCharacterUpdateContext>
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{
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public readonly KinematicCharacterAspect CharacterAspect;
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public readonly RefRW<ThirdPersonCharacterData> CharacterComponent;
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public readonly RefRW<ThirdPersonCharacterData> CharacterData;
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public readonly RefRW<ThirdPersonCharacterControl> CharacterControl;
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public void PhysicsUpdate(ref ThirdPersonCharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext)
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{
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ref ThirdPersonCharacterData characterData = ref CharacterComponent.ValueRW;
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ref ThirdPersonCharacterData characterData = ref CharacterData.ValueRW;
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ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
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ref float3 characterPosition = ref CharacterAspect.LocalTransform.ValueRW.Position;
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@@ -52,7 +52,7 @@ private void HandleVelocityControl(ref ThirdPersonCharacterUpdateContext context
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{
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float deltaTime = baseContext.Time.DeltaTime;
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ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
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ref ThirdPersonCharacterData characterData = ref CharacterComponent.ValueRW;
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ref ThirdPersonCharacterData characterData = ref CharacterData.ValueRW;
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ref ThirdPersonCharacterControl characterControl = ref CharacterControl.ValueRW;
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// Rotate move input and velocity to take into account parent rotation
@@ -104,7 +104,7 @@ private void HandleVelocityControl(ref ThirdPersonCharacterUpdateContext context
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public void VariableUpdate(ref ThirdPersonCharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext)
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{
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ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
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ref ThirdPersonCharacterData characterData = ref CharacterComponent.ValueRW;
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ref ThirdPersonCharacterData characterData = ref CharacterData.ValueRW;
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ref ThirdPersonCharacterControl characterControl = ref CharacterControl.ValueRW;
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ref quaternion characterRotation = ref CharacterAspect.LocalTransform.ValueRW.Rotation;
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@@ -143,7 +143,7 @@ public bool IsGroundedOnHit(
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in BasicHit hit,
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int groundingEvaluationType)
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{
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ThirdPersonCharacterData characterData = CharacterComponent.ValueRO;
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ThirdPersonCharacterData characterData = CharacterData.ValueRO;
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return CharacterAspect.Default_IsGroundedOnHit(
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in this,
@@ -165,7 +165,7 @@ public void OnMovementHit(
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{
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ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
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ref float3 characterPosition = ref CharacterAspect.LocalTransform.ValueRW.Position;
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ThirdPersonCharacterData characterData = CharacterComponent.ValueRO;
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ThirdPersonCharacterData characterData = CharacterData.ValueRO;
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CharacterAspect.Default_OnMovementHit(
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in this,
@@ -202,7 +202,7 @@ public void ProjectVelocityOnHits(
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in DynamicBuffer<KinematicVelocityProjectionHit> velocityProjectionHits,
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float3 originalVelocityDirection)
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{
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ThirdPersonCharacterData characterData = CharacterComponent.ValueRO;
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ThirdPersonCharacterData characterData = CharacterData.ValueRO;
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CharacterAspect.Default_ProjectVelocityOnHits(
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ref velocity,

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