я ксиька :3
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+68
-107
+68
-107
@@ -7,14 +7,13 @@ namespace Code.Gameplay.Character.Controller.Abilities
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{
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public class WallRunningMechanic
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{
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public float MaxWallRunTime = 1.75f;
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public float WallRunSpeed = 8.0f;
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public float WallRunAcceleration = 25.0f;
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public float WallRunGravityScale = 0.25f;
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public float WallDetachImpulse = 7.0f;
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public float WallContactAngleThreshold = 45.0f;
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private readonly float _maxWallRunTime;
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private readonly float _wallRunSpeed;
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private readonly float _wallRunAcceleration;
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private readonly float _wallRunGravityScale;
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private readonly float _wallDetachImpulse;
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private readonly float _wallContactAngleThreshold;
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private bool _isWallRunning;
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private float _wallRunTimer;
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private Vector3 _wallNormal;
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private Vector3 _wallTangentRight;
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@@ -24,14 +23,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
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private float _surfaceAngleCos;
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private bool _canWallRun;
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public float WallContactHeight { get; private set; }
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public Vector3 WallRunStartForward { get; private set; }
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private KinematicCharacterMotor _motor;
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private CharacterInputHandler _inputHandler;
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public bool IsWallRunning => _isWallRunning;
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public bool IsWallRunning { get; private set; }
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public WallRunningMechanic(
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float maxWallRunTime,
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@@ -41,52 +37,44 @@ namespace Code.Gameplay.Character.Controller.Abilities
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float wallDetachImpulse,
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float wallContactAngleThreshold)
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{
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MaxWallRunTime = maxWallRunTime;
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WallRunSpeed = wallRunSpeed;
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WallRunAcceleration = wallRunAcceleration;
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WallRunGravityScale = wallRunGravityScale;
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WallDetachImpulse = wallDetachImpulse;
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WallContactAngleThreshold = wallContactAngleThreshold;
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_maxWallRunTime = maxWallRunTime;
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_wallRunSpeed = wallRunSpeed;
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_wallRunAcceleration = wallRunAcceleration;
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_wallRunGravityScale = wallRunGravityScale;
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_wallDetachImpulse = wallDetachImpulse;
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_wallContactAngleThreshold = wallContactAngleThreshold;
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}
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public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
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{
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_motor = motor;
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_inputHandler = inputHandler;
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_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
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}
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public void Reset()
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{
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_isWallRunning = false;
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_wallRunTimer = 0f;
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_wallNormal = Vector3.zero;
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_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
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}
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public void Tick(float deltaTime)
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{
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if (_isWallRunning)
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if (!IsWallRunning) return;
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_wallRunTimer += deltaTime;
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if (_wallRunTimer > _maxWallRunTime)
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{
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_wallRunTimer += deltaTime;
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if (_wallRunTimer > MaxWallRunTime)
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{
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DetachFromWall(false);
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}
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DetachFromWall(false);
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}
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}
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public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
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{
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if (_isWallRunning) return false;
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if (IsWallRunning) return false;
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float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
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bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
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var dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
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var isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
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if (!isWall) return false;
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if (_motor.GroundingStatus.IsStableOnGround) return false;
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float velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
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var velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
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if (velocityIntoWall < 1f) return false;
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StartWallRun(hitNormal, hitPoint);
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@@ -95,13 +83,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
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private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
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{
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_isWallRunning = true;
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IsWallRunning = true;
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_wallRunTimer = 0f;
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_wallNormal = wallNormal.normalized;
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_wallContactPoint = contactPoint;
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WallContactHeight = contactPoint.y;
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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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@@ -110,42 +96,41 @@ namespace Code.Gameplay.Character.Controller.Abilities
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if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
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_wallTangentUp = -_wallTangentUp;
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WallRunStartForward = _motor.CharacterForward;
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_motor.ForceUnground();
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}
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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 (!IsWallRunning) return;
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if (!IsWallStillPresent()) { DetachFromWall(false); return; }
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Vector3 moveInputWorld = _inputHandler.MoveInputVector;
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Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
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var moveInputWorld = _inputHandler.MoveInputVector;
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var moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
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Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
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var wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
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float ad = inputs.MoveAxisRight;
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var ad = inputs.MoveAxisRight;
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float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
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var sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
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if (sideDot < 0)
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ad = -ad;
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Vector3 adMove = _wallTangentUp * (-ad);
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var adMove = _wallTangentUp * (-ad);
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Vector3 finalMove = wsMove + adMove;
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var finalMove = wsMove + adMove;
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finalMove = finalMove.normalized * moveInputWorld.magnitude;
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Vector3 targetVelocity = finalMove * WallRunSpeed;
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var targetVelocity = finalMove * _wallRunSpeed;
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currentVelocity = Vector3.Lerp(
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currentVelocity,
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targetVelocity,
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1f - Mathf.Exp(-WallRunAcceleration * deltaTime)
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1f - Mathf.Exp(-_wallRunAcceleration * deltaTime)
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);
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currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime);
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currentVelocity += Physics.gravity * (_wallRunGravityScale * deltaTime);
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float distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
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var distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
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if (Mathf.Abs(distanceToWall) > 0.8f)
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{
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DetachFromWall(false);
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@@ -160,16 +145,15 @@ namespace Code.Gameplay.Character.Controller.Abilities
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private bool IsWallStillPresent()
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{
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if (_motor == null) return false;
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if (!_motor) 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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var characterCenter = _motor.TransientPosition;
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var characterRight = _motor.CharacterRight;
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var 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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const float checkDistance = 0.45f;
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var rayOrigin = characterCenter + characterUp * 0.2f;
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var rayDir = -_wallNormal;
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Vector3[] offsets = {
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Vector3.zero,
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@@ -181,83 +165,60 @@ namespace Code.Gameplay.Character.Controller.Abilities
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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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if (!Physics.Raycast(rayOrigin + offset, rayDir, out var hit, checkDistance,
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_motor.CollidableLayers, QueryTriggerInteraction.Ignore)) continue;
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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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*/
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var dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
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return true;
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}
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}
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if (!(dotWithUp < _surfaceAngleCos)) continue;
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_wallNormal = hit.normal.normalized;
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_wallContactPoint = hit.point;
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return true;
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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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private void DetachFromWall(bool withImpulse)
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{
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if (!_isWallRunning) return;
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if (!IsWallRunning) return;
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_isWallRunning = false;
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IsWallRunning = false;
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if (withImpulse && _motor != null)
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{
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Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
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_motor.BaseVelocity += detachImpulse;
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}
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if (!withImpulse || !_motor) return;
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var detachImpulse = -_wallNormal * _wallDetachImpulse;
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_motor.BaseVelocity += detachImpulse;
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}
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public Vector3 GetWallNormal() => _wallNormal;
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public bool TryGetWallTangents(out Vector3 up, out Vector3 right)
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{
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if (!_isWallRunning)
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{
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up = right = Vector3.zero;
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return false;
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}
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up = _wallTangentUp;
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right = _wallTangentRight;
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return true;
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}
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public bool CanWallRun()
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{
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return !_isWallRunning && !_motor.GroundingStatus.IsStableOnGround;
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}
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public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
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{
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if (!_isWallRunning || _motor == null) return;
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if (!IsWallRunning || !_motor) return;
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_isWallRunning = false;
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IsWallRunning = false;
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Vector3 wallAway = _wallNormal;
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Vector3 wallUp = _wallTangentUp;
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var wallAway = _wallNormal;
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var wallUp = _wallTangentUp;
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Vector3 playerForward = cameraRotation * Vector3.forward;
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var playerForward = cameraRotation * Vector3.forward;
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Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
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var forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
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if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
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Vector3 jumpDirection =
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var jumpDirection =
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forwardInWallPlane * 0.2f +
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wallAway * 0.4f +
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wallUp * 0.4f;
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jumpDirection = jumpDirection.normalized;
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float wallJumpForce = WallDetachImpulse * 2f;
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var wallJumpForce = _wallDetachImpulse * 2f;
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Vector3 jumpImpulse = jumpDirection * wallJumpForce;
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var jumpImpulse = jumpDirection * wallJumpForce;
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_motor.BaseVelocity += jumpImpulse;
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