Initial Unity 6 scaffold for Cat Kirby Adventures.
Add Phase A greybox vertical slice: third-person movement, forest path, checkpoints, story triggers, and light ability gate.
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace KirbyAdventures
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{
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[RequireComponent(typeof(CharacterController))]
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public class PlayerMotor : MonoBehaviour
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{
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public float MoveSpeed = 6f;
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public float JumpHeight = 1.4f;
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public float Gravity = -22f;
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public float GroundStick = -2f;
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public Transform CameraTransform;
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public Transform YawPivot;
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CharacterController _cc;
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Vector3 _velocity;
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bool _grounded;
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void Awake()
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{
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_cc = GetComponent<CharacterController>();
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}
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void Update()
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{
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if (GameFlow.Instance != null && (GameFlow.Instance.IsPaused || GameFlow.Instance.HasWon))
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return;
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HandleRespawnInput();
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ReadMoveAndJump();
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}
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void HandleRespawnInput()
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{
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var kb = Keyboard.current;
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if (kb != null && kb.rKey.wasPressedThisFrame)
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CheckpointSystem.Respawn(transform, _cc);
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}
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void ReadMoveAndJump()
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{
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var kb = Keyboard.current;
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float h = 0f, v = 0f;
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if (kb != null)
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{
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if (kb.aKey.isPressed || kb.leftArrowKey.isPressed) h -= 1f;
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if (kb.dKey.isPressed || kb.rightArrowKey.isPressed) h += 1f;
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if (kb.sKey.isPressed || kb.downArrowKey.isPressed) v -= 1f;
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if (kb.wKey.isPressed || kb.upArrowKey.isPressed) v += 1f;
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}
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_grounded = _cc.isGrounded;
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if (_grounded && _velocity.y < 0f)
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_velocity.y = GroundStick;
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Vector3 forward = Vector3.forward;
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Vector3 right = Vector3.right;
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if (YawPivot != null)
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{
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forward = YawPivot.forward;
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right = YawPivot.right;
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}
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else if (CameraTransform != null)
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{
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forward = CameraTransform.forward;
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right = CameraTransform.right;
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}
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forward.y = 0f;
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right.y = 0f;
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forward.Normalize();
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right.Normalize();
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Vector3 move = (forward * v + right * h);
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if (move.sqrMagnitude > 1f) move.Normalize();
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_cc.Move(move * MoveSpeed * Time.deltaTime);
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if (kb != null && kb.spaceKey.wasPressedThisFrame && _grounded)
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_velocity.y = Mathf.Sqrt(JumpHeight * -2f * Gravity);
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_velocity.y += Gravity * Time.deltaTime;
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_cc.Move(_velocity * Time.deltaTime);
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if (move.sqrMagnitude > 0.01f)
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{
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var look = Quaternion.LookRotation(move, Vector3.up);
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transform.rotation = Quaternion.Slerp(transform.rotation, look, 12f * Time.deltaTime);
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}
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}
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}
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}
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