RevertionConsiquences
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|
||||||
@@ -1,157 +0,0 @@
|
|||||||
using KinematicCharacterController;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
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
|
|
||||||
}
|
|
||||||
|
|
||||||
// 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)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: a6f74123648343c498c883d02909b499
|
|
||||||
timeCreated: 1760641740
|
|
||||||
@@ -2,15 +2,12 @@ using Code.Gameplay.Player;
|
|||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using CharacterController = Code.Gameplay.Player.CharacterController;
|
|
||||||
|
|
||||||
public class Player : MonoBehaviour
|
public class Player : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private PlayerCamera playerCamera;
|
private PlayerCamera playerCamera;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private CharacterController characterController;
|
|
||||||
[SerializeField]
|
|
||||||
private Transform cameraFollowPoint;
|
private Transform cameraFollowPoint;
|
||||||
[Inject] private IInputService _inputService;
|
[Inject] private IInputService _inputService;
|
||||||
|
|
||||||
@@ -30,24 +27,6 @@ public class Player : MonoBehaviour
|
|||||||
new Vector3(lookInput.x, lookInput.y, 0));
|
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()
|
private void LateUpdate()
|
||||||
{
|
{
|
||||||
HandleCameraInput();
|
HandleCameraInput();
|
||||||
|
|||||||
@@ -9,6 +9,5 @@ namespace Code.Input
|
|||||||
|
|
||||||
Vector2 LookInput { get; }
|
Vector2 LookInput { get; }
|
||||||
float ZoomInput { get; }
|
float ZoomInput { get; }
|
||||||
Vector2 MoveInput { get; }
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -13,7 +13,6 @@ namespace Code.Input
|
|||||||
// Для работы с камерой
|
// Для работы с камерой
|
||||||
public Vector2 LookInput { get; private set; }
|
public Vector2 LookInput { get; private set; }
|
||||||
public float ZoomInput { get; private set; }
|
public float ZoomInput { get; private set; }
|
||||||
public Vector2 MoveInput { get; private set; }
|
|
||||||
|
|
||||||
public InputService(InputActionAsset inputActionAsset)
|
public InputService(InputActionAsset inputActionAsset)
|
||||||
{
|
{
|
||||||
@@ -32,13 +31,6 @@ namespace Code.Input
|
|||||||
var zoomAction = gameplayMap.FindAction("Zoom");
|
var zoomAction = gameplayMap.FindAction("Zoom");
|
||||||
zoomAction.performed += OnZoomPerformed;
|
zoomAction.performed += OnZoomPerformed;
|
||||||
zoomAction.canceled += OnZoomCanceled;
|
zoomAction.canceled += OnZoomCanceled;
|
||||||
|
|
||||||
var moveAction = gameplayMap.FindAction("Move");
|
|
||||||
if (moveAction != null)
|
|
||||||
{
|
|
||||||
moveAction.performed += OnMovePerformed;
|
|
||||||
moveAction.canceled += OnMoveCanceled;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnLookPerformed(InputAction.CallbackContext context)
|
private void OnLookPerformed(InputAction.CallbackContext context)
|
||||||
@@ -60,16 +52,6 @@ namespace Code.Input
|
|||||||
{
|
{
|
||||||
ZoomInput = 0f;
|
ZoomInput = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnMovePerformed(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
MoveInput = context.ReadValue<Vector2>();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnMoveCanceled(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
MoveInput = Vector2.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void EnableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Enable();
|
public void EnableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Enable();
|
||||||
public void DisableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Disable();
|
public void DisableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Disable();
|
||||||
@@ -88,8 +70,6 @@ namespace Code.Input
|
|||||||
gameplayMap.FindAction("Look").canceled -= OnLookCanceled;
|
gameplayMap.FindAction("Look").canceled -= OnLookCanceled;
|
||||||
gameplayMap.FindAction("Zoom").performed -= OnZoomPerformed;
|
gameplayMap.FindAction("Zoom").performed -= OnZoomPerformed;
|
||||||
gameplayMap.FindAction("Zoom").canceled -= OnZoomCanceled;
|
gameplayMap.FindAction("Zoom").canceled -= OnZoomCanceled;
|
||||||
gameplayMap.FindAction("Move").performed -= OnMovePerformed;
|
|
||||||
gameplayMap.FindAction("Move").canceled -= OnMoveCanceled;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,8 +0,0 @@
|
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|
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|
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@@ -1,138 +0,0 @@
|
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%YAML 1.1
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|
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1696686253}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: a6f74123648343c498c883d02909b499, type: 3}
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--- !u!1 &1959874989
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--- !u!1 &1959874989
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@@ -17,6 +17,5 @@ EditorBuildSettings:
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Reference in new issue
Block a user