чел не липнет к воздуху
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+50
@@ -92,6 +92,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
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public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
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{
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if (!_isWallRunning) return;
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if (!IsWallStillPresent())
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{
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DetachFromWall(false);
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return;
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}
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Vector3 moveInputWorld = _inputHandler.MoveInputVector;
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@@ -123,6 +129,50 @@ namespace Code.Gameplay.Character.Controller.Abilities
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DetachFromWall(true);
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}
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}
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private bool IsWallStillPresent()
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{
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if (_motor == null) return false;
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Vector3 characterCenter = _motor.TransientPosition;
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Vector3 characterForward = _motor.CharacterForward;
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Vector3 characterRight = _motor.CharacterRight;
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Vector3 characterUp = _motor.CharacterUp;
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float checkDistance = 0.45f;
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Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
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Vector3 rayDir = -_wallNormal;
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Vector3[] offsets = {
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Vector3.zero,
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characterUp * 0.3f,
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-characterUp * 0.3f,
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characterRight * 0.2f,
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-characterRight * 0.2f
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};
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foreach (var offset in offsets)
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{
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if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance,
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_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
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{
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float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
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if (dotWithUp < _surfaceAngleCos)
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{
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_wallNormal = hit.normal.normalized;
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_wallContactPoint = hit.point;
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_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
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if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
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_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
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return true;
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}
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}
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}
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return false;
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}
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public void DetachFromWall(bool withImpulse)
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{
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+1
-1
@@ -66,7 +66,7 @@ namespace Code.Gameplay.Character.Controller
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_wallRunningMechanic = new WallRunningMechanic();
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// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
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_wallRunningMechanic.MaxWallRunTime = 1.75f;
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_wallRunningMechanic.WallRunSpeed = 8.0f;
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_wallRunningMechanic.WallRunSpeed = 15.0f;
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_wallRunningMechanic.WallRunAcceleration = 25.0f;
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_wallRunningMechanic.WallRunGravityScale = 0.25f;
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_wallRunningMechanic.WallDetachImpulse = 7.0f;
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