diff --git a/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/Abilities/WallLeanMechanic.cs b/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/Abilities/WallLeanMechanic.cs index 189f15d..ffebb98 100644 --- a/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/Abilities/WallLeanMechanic.cs +++ b/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/Abilities/WallLeanMechanic.cs @@ -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; } } diff --git a/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/CustomCharacterController.cs b/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/CustomCharacterController.cs index e81561b..6d6ef5d 100644 --- a/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/CustomCharacterController.cs +++ b/Game/CourierOld/Assets/Code/Gameplay/Character/Controller/CustomCharacterController.cs @@ -225,7 +225,7 @@ namespace Code.Gameplay.Character.Controller var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp); if (Mathf.Abs(dotWithUp) <= _wallClimbMechanic.WallNormalThreshold) { - 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