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public void OnMovementHit(KinematicCharacterMotor motor, Vector3 hitNormal) + public bool TryClimbWall(KinematicCharacterMotor motor, Vector3 hitNormal) { // Проверяем, что это вертикальная или почти вертикальная поверхность (стена) var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp); - if (Mathf.Abs(dotWithUp) > WallNormalThreshold) return; // Не стена — это пол или потолок + + if (Mathf.Abs(dotWithUp) > WallNormalThreshold) + { + // Сбрасываем сессию, если коснулись пола/потолка → выход из "режима стены" + _hasClimbedThisWallSession = false; + return false; + } + // Запрещаем повторное залазание в рамках одной сессии + if (_hasClimbedThisWallSession || _wallClimbCooldownTimer > 0f) + return false; + // Получаем текущую скорость персонажа var currentVelocity = motor.Velocity; // Проекция скорости на направление к стене (отрицательная, если летим в стену) var velocityIntoWall = Vector3.Dot(currentVelocity, -hitNormal); - + // Если движемся в стену с достаточной скоростью if (velocityIntoWall > _minWallClimbSpeed) { + _wallClimbCooldownTimer = _wallClimbCooldownDuration; // Преобразуем часть горизонтальной скорости в вертикальную var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor; @@ -49,6 +66,26 @@ namespace Code.Gameplay.Character.Controller.Abilities // Предотвращаем заземление и повторное применение в этом кадре motor.ForceUnground(); + _hasClimbedThisWallSession = true; + IsClimbingActive = true; + + return true; + } + + return false; + } + + public void ResetWallClimbSession() + { + _hasClimbedThisWallSession = false; + IsClimbingActive = false; + } + + public void TickCooldown(float deltaTime) + { + if (_wallClimbCooldownTimer > 0f) + { + _wallClimbCooldownTimer -= deltaTime; } } } diff --git a/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/Abilities/WallLeanMechanic.cs b/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/Abilities/WallLeanMechanic.cs index 189f15d..f1fb02c 100644 --- a/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/Abilities/WallLeanMechanic.cs +++ b/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/Abilities/WallLeanMechanic.cs @@ -17,6 +17,12 @@ namespace Code.Gameplay.Character.Controller.Abilities private Vector3 _lastWallNormal; private float _lastWallContactHeight; private float _leanFactor; + private float _leanSign; + private Vector3 _leanDirection; + + private Vector3 _lastWallContactPoint; + private bool _isLeaningOnWall; + private const float WallProximityThreshold = 0.6f; public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale) { @@ -32,29 +38,93 @@ namespace Code.Gameplay.Character.Controller.Abilities } // Вызывается из OnMovementHit - public void OnWallContact(Vector3 wallNormal, float contactHeight) + public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight) { + // Только если это действительно стена (не пол/потолок) + var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp); + if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить + return; + _lastWallNormal = wallNormal; - _lastWallContactHeight = contactHeight; } + _lastWallContactHeight = contactHeight; + _lastWallContactPoint = motor.TransientPosition; + + // Пересчитываем направление наклона + _leanDirection = -_lastWallNormal; + _leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized; + + _leanSign = 1; + + // what the fuck + if (_leanDirection.x != 0) + { + switch (_leanDirection.x) + { + case -1 or 1 when motor.CharacterRight.x > 0.1f: + _leanSign = -1; + break; + case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f: + _leanDirection = new Vector3(0, 0, -1); + break; + } + } + else + { + switch (_leanDirection.z) + { + case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f: + _leanSign = -1; + break; + case -1 when motor.CharacterRight.z < -0.1f: + case 1 when motor.CharacterRight.z > 0.1f: + _leanDirection = new Vector3(-1, 0, 0); + break; + case -1 when motor.CharacterRight.z > 0.1f: + case 1 when motor.CharacterRight.z < -0.1f: + _leanDirection = new Vector3(1, 0, 0); + break; + } + } + + _isLeaningOnWall = true; + } // Обновление каждый кадр public void UpdateLean(KinematicCharacterMotor motor, float deltaTime) { if (!_characterTransform) return; - - var isGrounded = motor.GroundingStatus.IsStableOnGround; - if (!isGrounded) + var currentPosition = motor.TransientPosition; + + var isStillNearWall = false; + if (_isLeaningOnWall && _lastWallNormal != Vector3.zero) { - var heightDelta = motor.TransientPosition.y - _lastWallContactHeight; - var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale); - _leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime)); + var toWall = currentPosition - _lastWallContactPoint; + var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal)); + isStillNearWall = distanceToWallPlane <= WallProximityThreshold; } - else + + if (_isLeaningOnWall) + { + var isBelowContactHeight = currentPosition.y < _lastWallContactHeight; + + if (!isStillNearWall || isBelowContactHeight) + { + _isLeaningOnWall = false; + } + else + { + var heightDelta = currentPosition.y - _lastWallContactHeight; + var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale); + _leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime)); + } + } + + if (!_isLeaningOnWall) { _leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime)); } - + ApplyLeanRotation(motor); } @@ -66,13 +136,11 @@ namespace Code.Gameplay.Character.Controller.Abilities return; } - var leanDirection = -_lastWallNormal; - leanDirection = Vector3.ProjectOnPlane(leanDirection, motor.CharacterUp).normalized; + if (_leanDirection.sqrMagnitude < 0.01f) return; - if (leanDirection.sqrMagnitude < 0.01f) return; - - var leanAngle = _leanFactor * _maxLeanAngle; - var leanRotation = Quaternion.AngleAxis(leanAngle, Vector3.Cross(motor.CharacterUp, leanDirection)); + var leanAngle = _leanSign * _leanFactor * _maxLeanAngle; + var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection); + var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis); _characterTransform.localRotation = leanRotation; } } diff --git a/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/CustomCharacterController.cs b/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/CustomCharacterController.cs index e81561b..b3c91e4 100644 --- a/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/CustomCharacterController.cs +++ b/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/CustomCharacterController.cs @@ -81,6 +81,7 @@ namespace Code.Gameplay.Character.Controller { // Обновляем таймер перезарядки слайда _slideMechanic.TickCooldown(Time.deltaTime); + _wallClimbMechanic.TickCooldown(Time.deltaTime); // Если активен слайд - игнорируем весь остальной ввод if (_slideMechanic.IsSliding) @@ -109,8 +110,7 @@ namespace Code.Gameplay.Character.Controller // Обновление вращения персонажа на основе входных данных public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) { - // ВО ВРЕМЯ СЛАЙДА НЕ ОБНОВЛЯЕМ ВРАЩЕНИЕ - ПЕРСОНАЖ СМОТРИТ ПРЯМО - if (_slideMechanic.IsSliding) return; + if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return; switch (_currentCameraMode) { @@ -196,6 +196,11 @@ namespace Code.Gameplay.Character.Controller { _slideMechanic.EndSlide(); } + + if (motor.GroundingStatus.IsStableOnGround) + { + _wallClimbMechanic.ResetWallClimbSession(); + } } // Метод вызывается после обновления персонажа @@ -220,13 +225,8 @@ namespace Code.Gameplay.Character.Controller public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) { - _wallClimbMechanic.OnMovementHit(motor, hitNormal); - - var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp); - 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