При касани с землёй прекращается залазание, убрано движение на A/D

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MrTorex committed 2025-12-04 20:09:02 +03:00
1 parent 4c16a63abd
commit eb4dff803e
2 files changed
+17 -27

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@@ -1,4 +1,3 @@
using Code.Gameplay.Character.Controller.Input;
using Code.Gameplay.Character.Core;
using KinematicCharacterController;
using UnityEngine;
@@ -25,7 +24,6 @@ namespace Code.Gameplay.Character.Controller.Abilities
private bool _canWallRun;
private KinematicCharacterMotor _motor;
private CharacterInputHandler _inputHandler;
public bool IsWallRunning { get; private set; }
@@ -45,10 +43,9 @@ namespace Code.Gameplay.Character.Controller.Abilities
_wallContactAngleThreshold = wallContactAngleThreshold;
}
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
public void Initialize(KinematicCharacterMotor motor)
{
_motor = motor;
_inputHandler = inputHandler;
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
}
@@ -88,13 +85,16 @@ namespace Code.Gameplay.Character.Controller.Abilities
_wallNormal = wallNormal.normalized;
_wallContactPoint = contactPoint;
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
var forwardInWallPlane = Vector3.ProjectOnPlane(_motor.CharacterForward, _wallNormal).normalized;
if (forwardInWallPlane.sqrMagnitude < 0.01f)
{
var fallbackRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
var dotWithRight = Vector3.Dot(_motor.CharacterRight, _wallNormal);
forwardInWallPlane = dotWithRight < 0 ? fallbackRight : -fallbackRight;
}
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
_wallTangentUp = -_wallTangentUp;
_wallTangentRight = forwardInWallPlane;
_wallTangentUp = Vector3.Cross(_wallTangentRight, -_wallNormal).normalized;
_motor.ForceUnground();
}
@@ -104,23 +104,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
if (!IsWallRunning) return;
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
var moveInputWorld = _inputHandler.MoveInputVector;
var moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
var wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
var forwardInput = inputs.MoveAxisForward;
var moveDirection = _wallTangentRight * forwardInput;
var ad = inputs.MoveAxisRight;
var sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
if (sideDot < 0)
ad = -ad;
var adMove = _wallTangentUp * (-ad);
var finalMove = wsMove + adMove;
finalMove = finalMove.normalized * moveInputWorld.magnitude;
var targetVelocity = finalMove * _wallRunSpeed;
var targetSpeed = moveDirection.sqrMagnitude > 0.01f ? _wallRunSpeed : currentVelocity.magnitude;
var targetVelocity = moveDirection.normalized * targetSpeed;
currentVelocity = Vector3.Lerp(
currentVelocity,
@@ -146,6 +134,8 @@ namespace Code.Gameplay.Character.Controller.Abilities
private bool IsWallStillPresent()
{
if (!_motor) return false;
if (_motor.GroundingStatus.IsStableOnGround) return false;
var characterCenter = _motor.TransientPosition;
var characterRight = _motor.CharacterRight;
@@ -91,7 +91,7 @@ namespace Code.Gameplay.Character.Controller
_inputHandler.FirstPersonCameraRotation =
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
_wallLeanMechanic.SetModel(characterTransform);
_wallRunningMechanic.Initialize(motor, _inputHandler);
_wallRunningMechanic.Initialize(motor);
}
// Текущий режим камеры для адаптации поведения