Убрано НАХУЙ _Recovery, добавлено движение в воздухе, деду добавлен стан как от дэша, так и от слайда, воллран вынесен в конфиг

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MrTorex committed 2025-12-04 17:34:12 +03:00
1 parent 77fd9af29d
commit b4de41894f
40 files changed
+67 -4524

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@@ -31,5 +31,16 @@ namespace Code.Configs
leanSmoothSpeed = 10f; leanSmoothSpeed = 10f;
public Vector3 gravity = new(0f, -30f, 0f); public Vector3 gravity = new(0f, -30f, 0f);
public float
maxAirSpeed = 10f,
airControlSharpness = 8f;
public float
wallRunMaxTime = 1.75f,
wallRunSpeed = 15f,
wallRunAcceleration = 25f,
wallRunGravityScale = 0.25f,
wallDetachImpulse = 7f,
wallContactAngleThreshold = 45f;
} }
} }
@@ -58,7 +58,7 @@ namespace Code.Gameplay.Character.Controller.Abilities
if (_slideDirection.sqrMagnitude < 0.01f) _slideDirection = motor.CharacterForward; if (_slideDirection.sqrMagnitude < 0.01f) _slideDirection = motor.CharacterForward;
_initialSpeed = motor.Velocity.magnitude; _initialSpeed = motor.Velocity.magnitude;
if (_initialSpeed < 0.1f) _initialSpeed = 12f; // fallback if (_initialSpeed < 12f) _initialSpeed = 12f; // fallback
_cooldownTimer = _cooldown; _cooldownTimer = _cooldown;
_slideRequested = false; _slideRequested = false;
@@ -33,6 +33,22 @@ namespace Code.Gameplay.Character.Controller.Abilities
public bool IsWallRunning => _isWallRunning; public bool IsWallRunning => _isWallRunning;
public WallRunningMechanic(
float maxWallRunTime,
float wallRunSpeed,
float wallRunAcceleration,
float wallRunGravityScale,
float wallDetachImpulse,
float wallContactAngleThreshold)
{
MaxWallRunTime = maxWallRunTime;
WallRunSpeed = wallRunSpeed;
WallRunAcceleration = wallRunAcceleration;
WallRunGravityScale = wallRunGravityScale;
WallDetachImpulse = wallDetachImpulse;
WallContactAngleThreshold = wallContactAngleThreshold;
}
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler) public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
{ {
_motor = motor; _motor = motor;
@@ -36,6 +36,7 @@ namespace Code.Gameplay.Character.Controller
private AirMovementSystem _airMovement; private AirMovementSystem _airMovement;
public bool IsSliding => _slideMechanic.IsSliding; public bool IsSliding => _slideMechanic.IsSliding;
public bool IsDashing => _dashMechanic.IsDashing;
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning; public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
private float abilityBlockTimer; private float abilityBlockTimer;
@@ -62,16 +63,14 @@ namespace Code.Gameplay.Character.Controller
_characterConfig.slideMinVelocityThreshold, _characterConfig.slideMinVelocityThreshold,
_characterConfig.slideCooldown _characterConfig.slideCooldown
); );
_wallRunningMechanic = new WallRunningMechanic(); _wallRunningMechanic = new WallRunningMechanic(
_characterConfig.wallRunMaxTime,
// TODO: WallRunningMechanic (можно вынести в конфиг позже) _characterConfig.wallRunSpeed,
_wallRunningMechanic.MaxWallRunTime = 1.75f; _characterConfig.wallRunAcceleration,
_wallRunningMechanic.WallRunSpeed = 15.0f; _characterConfig.wallRunGravityScale,
_wallRunningMechanic.WallRunAcceleration = 25.0f; _characterConfig.wallDetachImpulse,
_wallRunningMechanic.WallRunGravityScale = 0.25f; _characterConfig.wallContactAngleThreshold
_wallRunningMechanic.WallDetachImpulse = 7.0f; );
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
_wallLeanMechanic = new WallLeanMechanic( _wallLeanMechanic = new WallLeanMechanic(
_characterConfig.leanAngle, _characterConfig.leanAngle,
_characterConfig.leanThreshold, _characterConfig.leanThreshold,
@@ -82,8 +81,11 @@ namespace Code.Gameplay.Character.Controller
_characterConfig.stableMovementSharpness, _characterConfig.stableMovementSharpness,
_characterConfig.jumpSpeed _characterConfig.jumpSpeed
); );
_airMovement = new AirMovementSystem(_characterConfig.gravity); _airMovement = new AirMovementSystem(
_characterConfig.gravity,
_characterConfig.maxAirSpeed,
_characterConfig.airControlSharpness
);
motor.CharacterController = this; // Регистрация этого контроллера в движке motor.CharacterController = this; // Регистрация этого контроллера в движке
_inputHandler.FirstPersonCameraRotation = _inputHandler.FirstPersonCameraRotation =
@@ -214,7 +216,7 @@ namespace Code.Gameplay.Character.Controller
// Если персонаж не на земле — стандартное воздушное движение // Если персонаж не на земле — стандартное воздушное движение
else else
{ {
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime); _airMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
_groundMovement.CancelJumpRequest(); _groundMovement.CancelJumpRequest();
} }
} }
@@ -1,26 +1,38 @@
using UnityEngine; using UnityEngine;
using Code.Gameplay.Character.Controller.Input;
using KinematicCharacterController;
namespace Code.Gameplay.Character.Controller.Movement namespace Code.Gameplay.Character.Controller.Movement
{ {
/*
* Система движения персонажа в воздухе
*/
public class AirMovementSystem public class AirMovementSystem
{ {
// Вектор, отвечающий за применение гравитации
private readonly Vector3 _gravity; private readonly Vector3 _gravity;
private readonly float _maxAirSpeed;
private readonly float _airControlSharpness;
// Конструктор системы движения в воздухе public AirMovementSystem(Vector3 gravity, float maxAirSpeed, float airControlSharpness)
public AirMovementSystem(Vector3 gravity)
{ {
_gravity = gravity; _gravity = gravity;
_maxAirSpeed = maxAirSpeed;
_airControlSharpness = airControlSharpness;
} }
// Обновление скорости движения персонажа в воздухе public void UpdateVelocity(ref Vector3 currentVelocity, CharacterInputHandler inputHandler, KinematicCharacterMotor motor, float deltaTime)
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
{ {
// Применяем гравитацию
currentVelocity += _gravity * deltaTime; currentVelocity += _gravity * deltaTime;
var horizontalVelocity = Vector3.ProjectOnPlane(currentVelocity, motor.CharacterUp);
var verticalVelocity = Vector3.Dot(currentVelocity, motor.CharacterUp) * motor.CharacterUp;
var desiredHorizontalMovement = Vector3.ProjectOnPlane(inputHandler.MoveInputVector, motor.CharacterUp).normalized * _maxAirSpeed;
horizontalVelocity = Vector3.Lerp(
horizontalVelocity,
desiredHorizontalMovement,
1f - Mathf.Exp(-_airControlSharpness * deltaTime)
);
currentVelocity = horizontalVelocity + verticalVelocity;
} }
} }
} }
@@ -52,7 +52,7 @@ namespace Code.Gameplay.Enemies
audioService.PlayEnemy(EnemiesSounds.GrandpaAttack,agent.transform.position); audioService.PlayEnemy(EnemiesSounds.GrandpaAttack,agent.transform.position);
if (Player.CustomCharacterController.IsSliding) if (Player.CustomCharacterController.IsDashing || Player.CustomCharacterController.IsSliding)
ApplyStun(); ApplyStun();
else else
DealDamage(); DealDamage();
@@ -58,3 +58,5 @@ MonoBehaviour:
leanThreshold: 0.3 leanThreshold: 0.3
leanSmoothSpeed: 10 leanSmoothSpeed: 10
gravity: {x: 0, y: -30, z: 0} gravity: {x: 0, y: -30, z: 0}
maxAirSpeed: 10
airControlSharpness: 8
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