From c9f78af1cb93cf95f01ea2cf5b1e721932fd0ba5 Mon Sep 17 00:00:00 2001 From: ThomasCharester Date: Tue, 28 Oct 2025 11:55:24 +0300 Subject: [PATCH] RevertionConsiquences --- .../Assets/AddressableAssetsData.meta | 8 - .../AddressableAssetSettings.asset.meta | 8 - .../AssetGroupTemplates.meta | 8 - .../AssetGroupTemplates/Packed Assets.asset | 79 --------- .../Packed Assets.asset.meta | 8 - .../AddressableAssetsData/AssetGroups.meta | 8 - .../AssetGroups/Default Local Group.asset | 23 --- .../Default Local Group.asset.meta | 8 - .../AssetGroups/Schemas.meta | 8 - ... Local Group_BundledAssetGroupSchema.asset | 48 ------ ...l Group_BundledAssetGroupSchema.asset.meta | 8 - ...Local Group_ContentUpdateGroupSchema.asset | 16 -- ... 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-namespace Code.Gameplay.Player -{ - /* - * Скрипт, отвечающий за передвижения игрока - * Реализует физическое движение персонажа с использованием Kinematic Character Controller - * Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности - * - * Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM - */ - - // Структура для хранения входных данных от игрока - public struct PlayerInputs - { - public float MoveAxisForward; // Ввод движения 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 - 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private CharacterController characterController; - [SerializeField] private Transform cameraFollowPoint; [Inject] private IInputService _inputService; @@ -30,24 +27,6 @@ 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 6fcf9e8..7ae3dc5 100644 --- a/Game/CourierOld/Assets/Code/Input/IInputService.cs +++ b/Game/CourierOld/Assets/Code/Input/IInputService.cs @@ -9,6 +9,5 @@ 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 7b77428..1c59396 100644 --- a/Game/CourierOld/Assets/Code/Input/InputService.cs +++ b/Game/CourierOld/Assets/Code/Input/InputService.cs @@ -13,7 +13,6 @@ 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) { @@ -32,13 +31,6 @@ 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) @@ -60,16 +52,6 @@ namespace Code.Input { ZoomInput = 0f; } - 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