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вперед/назад (W/S или Up/Down) + public float MoveAxisRight; // Ввод движения влево/вправо (A/D или Left/Right) + public Quaternion CameraRotation; // Текущее вращение камеры для определения направления движения + } + + public class CharacterController : MonoBehaviour, ICharacterController + { + [SerializeField] + private KinematicCharacterMotor motor; // Движок физического перемещения персонажа + + [SerializeField] + private float + maxStableMoveSpeed = 10f, // Максимальная скорость движения по устойчивой поверхности + stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче) + orientationSharpness = 10f; // Резкость изменения вращения персонажа (чем выше - тем резче) + + // Векторы движения и направления взгляда + private Vector3 _moveInputVector, _lookInputVector; + + // Инициализация контроллера + private void Start() + { + motor.CharacterController = this; // Регистрация этого контроллера в движке + } + + // Обработка и преобразование входных данных от игрока + public void SetInputs(ref PlayerInputs inputs) + { + // Нормализация вектора движения и ограничение его величины до 1 + Vector3 moveInputVector = + Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f); + + // Получение направления камеры в горизонтальной плоскости (игнорируя наклон) + Vector3 cameraPlanarDirection = + Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, motor.CharacterUp).normalized; + + // Резервный расчет направления, если основное направление параллельно вертикали + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, motor.CharacterUp); + } + + // Создание вращения на основе направления камеры + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, motor.CharacterUp); + + // Преобразование локального ввода в мировые координаты относительно камеры + _moveInputVector = cameraPlanarRotation * moveInputVector; + + // Направление взгляда совпадает с направлением движения (нормализованное) + _lookInputVector = _moveInputVector.normalized; + } + + // Обновление вращения персонажа на основе входных данных + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + // Вращение применяется только если есть направление движения и разрешена резкость вращения + if (_lookInputVector.sqrMagnitude > 0 && orientationSharpness > 0) + { + // Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием + Vector3 smoothedLookInputDirection = Vector3.Slerp( + motor.CharacterForward, + _lookInputVector, + 1f - Mathf.Exp(-orientationSharpness * deltaTime) + ).normalized; + + // Установка нового вращения смотря в сглаженном направлении + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp); + } + } + + // Обновление скорости движения персонажа + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + // Сохранение текущей величины скорости + float currentVelocityMagnitude = currentVelocity.magnitude; + + // Получение нормали поверхности для корректного движения по наклонным плоскостям + Vector3 effectiveGroundNormal = motor.GroundingStatus.GroundNormal; + + // Переориентация текущей скорости вдоль поверхности + currentVelocity = motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) * currentVelocityMagnitude; + + // Переориентация входного вектора движения вдоль поверхности + Vector3 inputRight = Vector3.Cross(_moveInputVector, motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized * _moveInputVector.magnitude; + + // Расчет целевой скорости движения с учетом ограничения максимальной скорости + Vector3 targetMovementVelocity = reorientedInput * maxStableMoveSpeed; + + // Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием + currentVelocity = Vector3.Lerp( + currentVelocity, + targetMovementVelocity, + 1f - Mathf.Exp(-stableMovementSharpness * deltaTime) + ); + } + + // Метод вызывается перед обновлением персонажа (можно использовать для подготовки) + public void BeforeCharacterUpdate(float deltaTime) + { + } + + // Метод вызывается после обработки столкновения с землей + public void PostGroundingUpdate(float deltaTime) + { + } + + // Метод вызывается после обновления персонажа (можно использовать для пост-обработки) + public void AfterCharacterUpdate(float deltaTime) + { + } + + // Проверка валидности коллайдера для обработки столкновений + public bool IsColliderValidForCollisions(Collider coll) + { + return true; // Все коллайдеры считаются валидными для столкновений + } + + // Обработка столкновения с землей (вызывается при приземлении) + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + // Обработка столкновения при движении (вызывается при ударе о препятствие) + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, + ref HitStabilityReport hitStabilityReport) + { + } + + // Обработка отчета о стабильности столкновения + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, + Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + // Обработка дискретных столкновений (для триггеров и специальных коллайдеров) + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Game/CourierOld/Assets/Code/Gameplay/Player/CharacterController.cs.meta b/Game/CourierOld/Assets/Code/Gameplay/Player/CharacterController.cs.meta new file mode 100644 index 0000000..3358496 --- /dev/null +++ b/Game/CourierOld/Assets/Code/Gameplay/Player/CharacterController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a6f74123648343c498c883d02909b499 +timeCreated: 1760641740 \ No newline at end of file diff --git a/Game/CourierOld/Assets/Code/Gameplay/Player/Player.cs b/Game/CourierOld/Assets/Code/Gameplay/Player/Player.cs index 9f5e165..f0a45c6 100644 --- a/Game/CourierOld/Assets/Code/Gameplay/Player/Player.cs +++ b/Game/CourierOld/Assets/Code/Gameplay/Player/Player.cs @@ -2,12 +2,15 @@ using Code.Gameplay.Player; using Code.Input; using Reflex.Attributes; using UnityEngine; +using CharacterController = Code.Gameplay.Player.CharacterController; public class Player : MonoBehaviour { [SerializeField] private PlayerCamera playerCamera; [SerializeField] + private CharacterController characterController; + [SerializeField] private Transform cameraFollowPoint; [Inject] private IInputService _inputService; @@ -27,6 +30,24 @@ public class Player : MonoBehaviour new Vector3(lookInput.x, lookInput.y, 0)); } + private void HandleCharacterInput() + { + PlayerInputs inputs = new PlayerInputs(); + + Vector2 moveInput = _inputService.MoveInput; + inputs.MoveAxisForward = moveInput.y; + inputs.MoveAxisRight = moveInput.x; + + inputs.CameraRotation = playerCamera.transform.rotation; + + characterController.SetInputs(ref inputs); + } + + private void Update() + { + HandleCharacterInput(); + } + private void LateUpdate() { HandleCameraInput(); diff --git a/Game/CourierOld/Assets/Code/Input/IInputService.cs b/Game/CourierOld/Assets/Code/Input/IInputService.cs index 7ae3dc5..6fcf9e8 100644 --- a/Game/CourierOld/Assets/Code/Input/IInputService.cs +++ b/Game/CourierOld/Assets/Code/Input/IInputService.cs @@ -9,5 +9,6 @@ namespace Code.Input Vector2 LookInput { get; } float ZoomInput { get; } + Vector2 MoveInput { get; } } } \ No newline at end of file diff --git a/Game/CourierOld/Assets/Code/Input/InputService.cs b/Game/CourierOld/Assets/Code/Input/InputService.cs index 1c59396..7b77428 100644 --- a/Game/CourierOld/Assets/Code/Input/InputService.cs +++ b/Game/CourierOld/Assets/Code/Input/InputService.cs @@ -13,6 +13,7 @@ namespace Code.Input // Для работы с камерой public Vector2 LookInput { get; private set; } public float ZoomInput { get; private set; } + public Vector2 MoveInput { get; private set; } public InputService(InputActionAsset inputActionAsset) { @@ -31,6 +32,13 @@ namespace Code.Input var zoomAction = gameplayMap.FindAction("Zoom"); zoomAction.performed += OnZoomPerformed; zoomAction.canceled += OnZoomCanceled; + + var moveAction = gameplayMap.FindAction("Move"); + if (moveAction != null) + { + moveAction.performed += OnMovePerformed; + moveAction.canceled += OnMoveCanceled; + } } private void OnLookPerformed(InputAction.CallbackContext context) @@ -52,6 +60,16 @@ namespace Code.Input { ZoomInput = 0f; } + + private void OnMovePerformed(InputAction.CallbackContext context) + { + MoveInput = context.ReadValue(); + } + + private void OnMoveCanceled(InputAction.CallbackContext context) + { + MoveInput = Vector2.zero; + } public void EnableMap(ActionMappings actionMap) => 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