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init: add project
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities.InputManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
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{
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public class MoveDirectionByInputSystem : IInitializableSystem, IUpdatableSystem
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{
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private readonly IPlayerInputService _playerInput;
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private ReactiveVariable<Vector3> _moveDirection;
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public MoveDirectionByInputSystem(IPlayerInputService playerInput)
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{
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_playerInput = playerInput;
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}
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public void OnInit(Entity entity)
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{
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_moveDirection = entity.MoveDirection;
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}
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public void OnUpdate(float deltaTime)
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{
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_moveDirection.Value = new Vector3(_playerInput.Move.x, 0, _playerInput.Move.y);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: ead925d5e3184e6882ddb0c3bf60749a
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timeCreated: 1771432720
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@@ -0,0 +1,29 @@
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities.InputManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
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{
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public class RotateDirectionByInputSystem : IInitializableSystem, IUpdatableSystem
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{
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private readonly IPlayerInputService _playerInput;
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private ReactiveVariable<Vector3> _rotateDirection;
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public RotateDirectionByInputSystem(IPlayerInputService playerInput)
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{
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_playerInput = playerInput;
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}
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public void OnInit(Entity entity)
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{
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_rotateDirection = entity.RotateDirection;
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}
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public void OnUpdate(float deltaTime)
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{
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_rotateDirection.Value = new Vector3(_playerInput.Move.x, 0, _playerInput.Move.y);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d8cefa96e10a40cfa0c17a4fc93112cf
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timeCreated: 1771432904
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