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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 Unity.MLAgents;
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public class InputController : MonoBehaviour
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{
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[Header("Options")]
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public float MaxVelocity = 8f;
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[Range(0f,1f)]
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public float ClipInput;
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public bool NoJumpsInMockMode = true;
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[Header("User or Mock input states")]
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public Vector2 TargetMovementVector; // User-input desired horizontal center of mass velocity.
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public float TargetMovementMagnatude;
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public Vector2 MovementVector; // smoothed version of TargetMovementVector.
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public float MovementMagnatude;
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public Vector2 CameraRotation; // User-input desired rotation for camera.
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public bool Jump; // User wants to jump
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public bool Backflip; // User wants to backflip
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public bool Stand;
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public bool WalkOrRun;
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[Header("Read only (or debug)")]
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public Vector2 DesiredHorizontalVelocity; // MovementVector * Max Velovity
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public Vector3 HorizontalDirection; // Normalized vector in direction of travel (assume right angle to floor)
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public bool UseHumanInput = true;
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public bool DemoMockIfNoInput = true; // Demo mock mode if no human input
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public bool m_IsTraining = false;
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float _delayUntilNextAction;
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float _timeUnillDemo;
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const float kGroundAcceleration = .6f/2;
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const float kGroundDeceleration = .75f/4;
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const float kDeadzone = .1f; // below this value is stationary
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// Start is called before the first frame update
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void Awake()
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{
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if(m_IsTraining)
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UseHumanInput = !Academy.Instance.IsCommunicatorOn;
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_timeUnillDemo = 1f;
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}
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// Update is called once per frame
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void Update()
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{
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}
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void FixedUpdate()
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{
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DoUpdate(Time.fixedDeltaTime);
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}
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void DoUpdate(float deltaTime)
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{
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if (UseHumanInput)
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GetHumanInput();
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else
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GetMockInput();
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SmoothAcceleration(deltaTime);
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}
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public void OnReset()
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{
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MovementVector = Vector3.zero;
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MovementMagnatude = MovementVector.magnitude;
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SetRandomHorizontalDirection();
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_delayUntilNextAction = -1f;
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// DoUpdate(Time.fixedDeltaTime);
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if (UseHumanInput)
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GetHumanInput();
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else
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GetMockInput();
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// handle direction
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if (!Mathf.Approximately(TargetMovementVector.sqrMagnitude, 0f))
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HorizontalDirection = new Vector3(TargetMovementVector.normalized.x, 0f, TargetMovementVector.normalized.y);
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DesiredHorizontalVelocity = TargetMovementVector.normalized * MaxVelocity * TargetMovementVector.magnitude;
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}
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void SmoothAcceleration(float deltaTime)
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{
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// Determine change to speed based on whether there is currently any move input.
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float acceleration = TargetMovementVector.magnitude > 0 ? kGroundAcceleration : kGroundDeceleration;
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var difference = (MovementVector - TargetMovementVector);
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if (difference.magnitude > MovementVector.magnitude)
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{
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acceleration *= 5f;
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}
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// Adjust the forward speed towards the desired speed.
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MovementVector = Vector2.MoveTowards(MovementVector, TargetMovementVector, acceleration * deltaTime);
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// Handle deadzone
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if (TargetMovementVector.magnitude < kDeadzone && MovementVector.magnitude < kDeadzone)
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{
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TargetMovementVector = Vector2.zero;
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TargetMovementMagnatude = TargetMovementVector.magnitude;
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MovementVector = Vector2.zero;
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WalkOrRun = false;
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Stand = true;
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}
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else
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{
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WalkOrRun = true;
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Stand = false;
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}
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MovementMagnatude = MovementVector.magnitude;
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// handle direction
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if (!Mathf.Approximately(MovementVector.sqrMagnitude, 0f))
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HorizontalDirection = new Vector3(MovementVector.normalized.x, 0f, MovementVector.normalized.y);
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DesiredHorizontalVelocity = MovementVector.normalized * MaxVelocity * MovementVector.magnitude;
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}
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void GetHumanInput()
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{
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if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
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return;
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bool resetTimeUntilDemo = false;
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_timeUnillDemo -= Time.deltaTime;
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var newMovementVector = new Vector2(
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Input.GetAxis("Horizontal"),
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Input.GetAxis("Vertical")
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);
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if (ClipInput > 0f)
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{
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newMovementVector = new Vector2(
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Mathf.Clamp(newMovementVector.x, -ClipInput, ClipInput),
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Mathf.Clamp(newMovementVector.y, -ClipInput, ClipInput));
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}
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if (!Mathf.Approximately(newMovementVector.sqrMagnitude, 0f))
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{
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TargetMovementVector = newMovementVector;
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TargetMovementMagnatude = TargetMovementVector.magnitude;
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resetTimeUntilDemo = true;
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}
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else if (DemoMockIfNoInput && _timeUnillDemo <= 0)
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{
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GetMockInput();
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_timeUnillDemo = 0f;
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return;
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}
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CameraRotation = Vector2.zero;
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Jump = Input.GetKey(KeyCode.Space); //Input.GetButtonDown("Fire1");
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Backflip = Input.GetKey(KeyCode.B);
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if (Jump || Backflip)
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{
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resetTimeUntilDemo = true;
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}
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if (resetTimeUntilDemo)
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{
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_timeUnillDemo = 3f;
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}
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}
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void GetMockInput()
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{
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_delayUntilNextAction -= Time.deltaTime;
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if (_delayUntilNextAction > 0)
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return;
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if (ChooseBackflip())
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{
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Backflip = true;
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_delayUntilNextAction = 2f;
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return;
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}
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Backflip = false;
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Jump = false;
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float direction = UnityEngine.Random.Range(0f, 360f);
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float power = UnityEngine.Random.value;
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// keep power above deadzone as we handle that below
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power = kDeadzone + (power * (1f-kDeadzone));
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// 2 in 5 times we are going to stand still
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if (UnityEngine.Random.value < .5f)
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power = 0.001f;
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// float direction = UnityEngine.Random.Range(-Mathf.PI/8, Mathf.PI/8);
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// float power = UnityEngine.Random.Range(1f, 1f);
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if (ClipInput > 0f)
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{
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power *= ClipInput;
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}
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TargetMovementVector = new Vector2(Mathf.Cos(direction), Mathf.Sin(direction));
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TargetMovementVector *= power;
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TargetMovementMagnatude = TargetMovementVector.magnitude;
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Jump = ChooseJump();
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_delayUntilNextAction = 1f + (UnityEngine.Random.value * 5f);
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}
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bool ChooseBackflip()
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{
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if (NoJumpsInMockMode)
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return false;
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var rnd = UnityEngine.Random.Range(0, 10);
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return rnd == 0;
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}
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bool ChooseJump()
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{
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if (NoJumpsInMockMode)
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return false;
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var rnd = UnityEngine.Random.Range(0, 5);
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return rnd == 0;
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}
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void SetRandomHorizontalDirection()
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{
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float direction = UnityEngine.Random.Range(0f, 360f);
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var movementVector = new Vector2(Mathf.Cos(direction), Mathf.Sin(direction));
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HorizontalDirection = new Vector3(movementVector.normalized.x, 0f, movementVector.normalized.y);
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movementVector /= float.MinValue;
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TargetMovementVector = new Vector2(movementVector.x, movementVector.y);
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TargetMovementMagnatude = TargetMovementVector.magnitude;
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}
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}
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