Осталось пофиксить толка бак с камерай
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@@ -54,6 +54,8 @@ namespace Code.Gameplay.Character.Controller.Abilities
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// Проекция скорости на направление к стене (отрицательная, если летим в стену)
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var velocityIntoWall = Vector3.Dot(currentVelocity, -hitNormal);
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Debug.Log($"[TryClimbWall] velIntoWall={velocityIntoWall:F2}, min={_minWallClimbSpeed}, climbed={_hasClimbedThisWallSession}, cooldown={_wallClimbCooldownTimer:F2}");
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// Если движемся в стену с достаточной скоростью
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if (velocityIntoWall > _minWallClimbSpeed)
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{
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+5
-8
@@ -96,7 +96,6 @@ namespace Code.Gameplay.Character.Controller.Abilities
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{
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if (!_characterTransform) return;
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var isGrounded = motor.GroundingStatus.IsStableOnGround;
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var currentPosition = motor.TransientPosition;
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var isStillNearWall = false;
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@@ -109,19 +108,17 @@ namespace Code.Gameplay.Character.Controller.Abilities
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if (_isLeaningOnWall)
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{
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switch (isGrounded)
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var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
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if (!isStillNearWall || isBelowContactHeight)
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{
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case true when !isStillNearWall:
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case false when !isStillNearWall:
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_isLeaningOnWall = false;
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break;
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default:
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}
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else
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{
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var heightDelta = currentPosition.y - _lastWallContactHeight;
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var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
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_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
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break;
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}
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}
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}
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@@ -366,7 +366,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!4 &678700802
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Transform:
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m_ObjectHideFlags: 0
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