인터랙션 및 액션 구조 생성
기본 채광 인터랙션 생성 채광 인터랙션을 위한 인터랙션 대상인 광산 생성 Kaykit Resource 애셋 추가
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246
Assets/Scripts/PlayerInteraction.cs
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246
Assets/Scripts/PlayerInteraction.cs
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Northbound
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{
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/// <summary>
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/// 플레이어가 월드의 오브젝트와 상호작용하는 시스템
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/// </summary>
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public class PlayerInteraction : NetworkBehaviour
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{
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[Header("Interaction Settings")]
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public float interactionRange = 3f;
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public LayerMask interactableLayer = ~0;
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[Header("Detection")]
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public Transform rayOrigin;
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public bool useForwardDirection = true;
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[Header("Animation")]
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public bool playAnimations = true;
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public bool useAnimationEvents = true;
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public bool blockDuringAnimation = true;
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[Header("Equipment")]
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public bool useEquipment = true;
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[Header("Debug")]
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public bool showDebugRay = true;
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private PlayerInputActions _inputActions;
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private IInteractable _currentInteractable;
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private Camera _mainCamera;
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private Animator _animator;
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private EquipmentSocket _equipmentSocket;
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private InteractionEquipmentData _pendingEquipmentData;
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private string _currentEquipmentSocket;
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private bool _isInteracting = false;
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public override void OnNetworkSpawn()
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{
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if (!IsOwner) return;
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_mainCamera = Camera.main;
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_animator = GetComponent<Animator>();
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_equipmentSocket = GetComponent<EquipmentSocket>();
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if (rayOrigin == null)
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rayOrigin = transform;
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_inputActions = new PlayerInputActions();
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_inputActions.Player.Interact.performed += OnInteract;
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_inputActions.Enable();
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}
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public override void OnNetworkDespawn()
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{
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if (IsOwner && _inputActions != null)
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{
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_inputActions.Player.Interact.performed -= OnInteract;
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_inputActions.Disable();
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_inputActions.Dispose();
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}
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}
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private void Update()
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{
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if (!IsOwner) return;
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DetectInteractable();
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}
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private void DetectInteractable()
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{
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Vector3 origin = rayOrigin.position;
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Vector3 direction = useForwardDirection ? transform.forward : _mainCamera.transform.forward;
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Ray ray = new Ray(origin, direction);
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if (showDebugRay)
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{
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Debug.DrawRay(ray.origin, ray.direction * interactionRange,
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_currentInteractable != null ? Color.green : Color.yellow);
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}
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if (Physics.Raycast(ray, out RaycastHit hit, interactionRange, interactableLayer))
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{
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IInteractable interactable = hit.collider.GetComponent<IInteractable>();
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if (interactable == null)
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interactable = hit.collider.GetComponentInParent<IInteractable>();
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if (interactable != null && interactable.CanInteract(OwnerClientId))
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{
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_currentInteractable = interactable;
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return;
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}
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}
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_currentInteractable = null;
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}
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private void OnInteract(InputAction.CallbackContext context)
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{
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if (blockDuringAnimation && _isInteracting)
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return;
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if (_currentInteractable != null)
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{
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_isInteracting = true;
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_pendingEquipmentData = _currentInteractable.GetEquipmentData();
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if (!useAnimationEvents && useEquipment && _equipmentSocket != null && _pendingEquipmentData != null)
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{
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if (_pendingEquipmentData.attachOnStart && _pendingEquipmentData.equipmentPrefab != null)
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{
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AttachEquipment();
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if (_pendingEquipmentData.detachOnEnd)
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{
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StartCoroutine(DetachEquipmentAfterDelay(2f));
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}
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}
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}
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if (playAnimations && _animator != null)
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{
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string animTrigger = _currentInteractable.GetInteractionAnimation();
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if (!string.IsNullOrEmpty(animTrigger))
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{
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_animator.SetTrigger(animTrigger);
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}
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}
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_currentInteractable.Interact(OwnerClientId);
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}
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}
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// ========================================
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// Animation Event 함수들
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// ========================================
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public void OnEquipTool()
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{
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if (!useAnimationEvents || !useEquipment) return;
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AttachEquipment();
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}
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public void OnEquipTool(string socketName)
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{
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if (!useAnimationEvents || !useEquipment) return;
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AttachEquipment(socketName);
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}
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public void OnUnequipTool()
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{
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if (!useAnimationEvents || !useEquipment) return;
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DetachEquipment();
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}
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public void OnUnequipTool(string socketName)
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{
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if (!useAnimationEvents || !useEquipment) return;
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DetachEquipment(socketName);
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}
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public void OnInteractionComplete()
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{
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_isInteracting = false;
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}
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// ========================================
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// 내부 헬퍼 함수들
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// ========================================
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private void AttachEquipment(string socketName = null)
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{
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if (_equipmentSocket == null || _pendingEquipmentData == null)
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return;
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if (_pendingEquipmentData.equipmentPrefab == null)
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return;
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string socket = socketName ?? _pendingEquipmentData.socketName;
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_equipmentSocket.AttachToSocket(socket, _pendingEquipmentData.equipmentPrefab);
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_currentEquipmentSocket = socket;
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}
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private void DetachEquipment(string socketName = null)
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{
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if (_equipmentSocket == null)
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return;
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string socket = socketName ?? _currentEquipmentSocket;
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if (!string.IsNullOrEmpty(socket))
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{
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_equipmentSocket.DetachFromSocket(socket);
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if (socket == _currentEquipmentSocket)
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_currentEquipmentSocket = null;
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}
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}
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private System.Collections.IEnumerator DetachEquipmentAfterDelay(float delay)
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{
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yield return new WaitForSeconds(delay);
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DetachEquipment();
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if (!useAnimationEvents)
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{
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_isInteracting = false;
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}
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}
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private void OnGUI()
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{
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if (!IsOwner || _currentInteractable == null) return;
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GUIStyle style = new GUIStyle(GUI.skin.label)
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{
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fontSize = 24,
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alignment = TextAnchor.MiddleCenter
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};
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style.normal.textColor = Color.white;
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string prompt = _currentInteractable.GetInteractionPrompt();
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if (_isInteracting)
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{
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prompt += " (진행 중...)";
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style.normal.textColor = Color.yellow;
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}
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GUI.Label(new Rect(Screen.width / 2 - 200, Screen.height - 100, 400, 50), prompt, style);
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}
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private void OnDestroy()
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{
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if (_inputActions != null)
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{
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_inputActions.Dispose();
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}
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}
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}
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}
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