Merge remote-tracking branch 'origin/movement-dev' into dev

This commit is contained in:
ThomasCharester committed 2025-11-12 19:12:25 +03:00
commit dfe5f7ce36
6 files changed
+50 -197

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@@ -17,6 +17,8 @@ namespace Code.Gameplay.Character.Controller.Abilities
private Vector3 _lastWallNormal;
private float _lastWallContactHeight;
private float _leanFactor;
private float _leanSign;
private Vector3 _leanDirection;
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
{
@@ -32,10 +34,49 @@ namespace Code.Gameplay.Character.Controller.Abilities
}
// Вызывается из OnMovementHit
public void OnWallContact(Vector3 wallNormal, float contactHeight)
public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
{
_lastWallNormal = wallNormal;
_lastWallContactHeight = contactHeight; }
_lastWallContactHeight = contactHeight;
_leanDirection = -_lastWallNormal;
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
_leanSign = 1;
// what the fuck
if (_leanDirection.x != 0)
{
switch (_leanDirection.x)
{
case -1 when motor.CharacterRight.x > 0.1f:
case 1 when motor.CharacterRight.x > 0.1f:
_leanSign = -1;
break;
case -1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
case 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
_leanDirection = new Vector3(0, 0, -1);
break;
}
}
else
{
switch (_leanDirection.z)
{
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
_leanSign = -1;
break;
case -1 when motor.CharacterRight.z < -0.1f:
case 1 when motor.CharacterRight.z > 0.1f:
_leanDirection = new Vector3(-1, 0, 0);
break;
case -1 when motor.CharacterRight.z > 0.1f:
case 1 when motor.CharacterRight.z < -0.1f:
_leanDirection = new Vector3(1, 0, 0);
break;
}
}
}
// Обновление каждый кадр
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
@@ -66,13 +107,10 @@ namespace Code.Gameplay.Character.Controller.Abilities
return;
}
var leanDirection = -_lastWallNormal;
leanDirection = Vector3.ProjectOnPlane(leanDirection, motor.CharacterUp).normalized;
if (leanDirection.sqrMagnitude < 0.01f) return;
var leanAngle = _leanFactor * _maxLeanAngle;
var leanRotation = Quaternion.AngleAxis(leanAngle, Vector3.Cross(motor.CharacterUp, leanDirection));
if (_leanDirection.sqrMagnitude < 0.01f) return;
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
var leanRotation = Quaternion.AngleAxis(leanAngle, Vector3.Cross(motor.CharacterUp, _leanDirection));
_characterTransform.localRotation = leanRotation;
}
}
@@ -225,7 +225,7 @@ namespace Code.Gameplay.Character.Controller
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
if (Mathf.Abs(dotWithUp) <= _wallClimbMechanic.WallNormalThreshold)
{
_wallLeanMechanic.OnWallContact(hitNormal, motor.TransientPosition.y);
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
}
}
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