mirror of
https://github.com/DerTyp7/harvestdale-unity.git
synced 2025-10-28 20:32:10 +01:00
added basic inventory system
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8
Assets/Items.meta
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8
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18
Assets/Items/Apple.asset
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18
Assets/Items/Apple.asset
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m_Name: Apple
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m_EditorClassIdentifier:
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uuid: apple
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itemName: Apple
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stackable: 1
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maxStackSize: 100
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8
Assets/Items/Apple.asset.meta
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8
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18
Assets/Items/Banana.asset
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18
Assets/Items/Banana.asset
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m_Name: Banana
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uuid: banana
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itemName: Banana
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stackable: 0
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maxStackSize: 1
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8
Assets/Items/Banana.asset.meta
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8
Assets/Items/Banana.asset.meta
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cropName: Carrot
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uuid:
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itemName: Carrot
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quantity: 1
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daysToGrow: 6
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sprites:
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@@ -1,34 +1,84 @@
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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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public class Inventory : MonoBehaviour
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{
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[SerializeField] private int slots = 10;
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[SerializeField] private int stackSize = 100;
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[SerializeField] private List<Item> items = new List<Item>();
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public int maxSlots = 20; // maximum number of slots in the inventory
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public List<InventoryItem> items = new List<InventoryItem>(); // list of items in the inventory
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public Item Add(Item item)
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// adds an item to the inventory, returns the quantity of items which could not be added
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public int Add(Item item, int count)
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{
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foreach (Item i in items)
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int remainingCount = count;
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// check if the item is stackable
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if (item.stackable)
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{
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if (i.uuid == item.uuid) // item already is in list
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// look for an existing stack of the same item in the inventory
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foreach (InventoryItem invItem in items)
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{
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if (i.quantity + item.quantity <= stackSize)
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{// enough space
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i.quantity += item.quantity;
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item.quantity = 0;
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}
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else
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{// Not enough space
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i.quantity = stackSize;
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item.quantity = Mathf.Max(0, i.quantity - item.quantity);
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if (invItem.item == item && invItem.count < item.maxStackSize)
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{
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// add as many items as possible to the stack
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int space = item.maxStackSize - invItem.count;
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int toAdd = Mathf.Min(space, remainingCount);
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invItem.count += toAdd;
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remainingCount -= toAdd;
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// exit the loop if all items have been added
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if (remainingCount == 0)
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{
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return 0;
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}
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}
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}
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}
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return item;
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// if there is still remaining count, add new stacks of the item
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while (remainingCount > 0 && items.Count < maxSlots)
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{
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int toAdd = Mathf.Min(item.maxStackSize, remainingCount);
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items.Add(new InventoryItem(item, toAdd));
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remainingCount -= toAdd;
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}
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// return the quantity of items which could not be added
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return remainingCount;
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}
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// removes an item from the inventory, returns the quantity of items which could not be removed
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public int Remove(Item item, int count)
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{
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int remainingCount = count;
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// look for an existing stack of the item in the inventory
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for (int i = 0; i < items.Count; i++)
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{
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InventoryItem invItem = items[i];
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if (invItem.item == item)
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{
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// remove as many items as possible from the stack
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int toRemove = Mathf.Min(invItem.count, remainingCount);
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invItem.count -= toRemove;
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remainingCount -= toRemove;
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// remove the stack if it's now empty
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if (invItem.count == 0)
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{
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items.RemoveAt(i);
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}
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// exit the loop if all items have been removed
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if (remainingCount == 0)
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{
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return 0;
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}
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}
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}
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// return the quantity of items which could not be removed
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return remainingCount;
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}
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}
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18
Assets/Scripts/InventoryItem.cs
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18
Assets/Scripts/InventoryItem.cs
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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// represents an item in the inventory and its count
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[System.Serializable]
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public class InventoryItem
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{
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public Item item;
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public int count;
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public InventoryItem(Item item, int count)
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{
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this.item = item;
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this.count = count;
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}
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}
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11
Assets/Scripts/InventoryItem.cs.meta
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11
Assets/Scripts/InventoryItem.cs.meta
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@@ -0,0 +1,11 @@
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@@ -8,5 +8,15 @@ public class Item : ScriptableObject
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public string uuid;
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public string itemName;
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public int quantity = 1;
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public bool stackable = true;
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public int maxStackSize = 100;
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private void OnEnable()
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{
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if (!stackable)
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{
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maxStackSize = 1;
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}
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}
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}
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60
Assets/Scripts/PlayerController.cs
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60
Assets/Scripts/PlayerController.cs
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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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public class PlayerController : MonoBehaviour
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{
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public Item testItem1;
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public Item testItem2;
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// Start is called before the first frame update
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void Start()
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{
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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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Inventory inventory = GetComponent<Inventory>();
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if (Input.GetKeyDown(KeyCode.U))
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{
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// add 5 apples
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int remainingCount = inventory.Add(testItem1, 5);
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Debug.Log("Added " + (5 - remainingCount) + " apples to inventory.");
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}
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if (Input.GetKeyDown(KeyCode.I))
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{ // add 15 more apples
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int remainingCount = inventory.Add(testItem1, 15);
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Debug.Log("Added " + (15 - remainingCount) + " apples to inventory.");
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}
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if (Input.GetKeyDown(KeyCode.O))
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{
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// add 10 bananas
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int remainingCount = inventory.Add(testItem2, 10);
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Debug.Log("Added " + (10 - remainingCount) + " bananas to inventory.");
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}
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if (Input.GetKeyDown(KeyCode.J))
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{
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int count = 3;
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int applesRemaining = inventory.Remove(testItem1, count);
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Debug.Log("Removed " + (count - applesRemaining) + " apples.");
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}
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if (Input.GetKeyDown(KeyCode.K))
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{
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int count = 5;
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int bananasRemaining = inventory.Remove(testItem2, count);
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Debug.Log("Removed " + (count - bananasRemaining) + " bananas.");
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}
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}
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}
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11
Assets/Scripts/PlayerController.cs.meta
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11
Assets/Scripts/PlayerController.cs.meta
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