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fea9d3586f
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No files matched your search
@@ -46,9 +46,9 @@ namespace Code.App.SceneInstallers
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private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
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{
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await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
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// await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
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container.Resolve<RoomGenerator>().Initialize();
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// container.Resolve<RoomGenerator>().Initialize();
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loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
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}
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@@ -5,31 +5,42 @@ namespace Code.Configs
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[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
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public class CharacterConfig : ScriptableObject
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{
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// Основное движение по земле
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public float
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maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
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stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
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orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
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jumpSpeed = 10f; // Скорость прыжка
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maxStableMoveSpeed = 12f,
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stableMovementSharpness = 15f,
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orientationSharpness = 10f,
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jumpSpeed = 10f;
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// Спринт
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public float
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sprintMoveSpeed = 12f, // Максимальная скорость спринта
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sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт
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public float
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dashSpeed = 20f,
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dashDuration = 0.35f,
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dashCooldown = 1.2f;
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public AnimationCurve slideVelocityCurve = new(
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new Keyframe(0.0f, 1.0f),
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new Keyframe(0.3f, 1.4f),
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new Keyframe(1.0f, 0.2f)
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);
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public float
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slideMinVelocityThreshold = 3f,
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slideCooldown = 1.5f;
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// Слайд
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public float
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slideSpeed = 20f, // Скорость слайда
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slideDuration = 0.8f, // Длительность слайда в секундах
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slideCooldown = 1.5f; // Время перезарядки слайда в секундах
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// Наклон при залазании на стены
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public float
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leanAngle = 25f,
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leanThreshold = 0.3f,
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leanSmoothSpeed = 10f;
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// Гравитация
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public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
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public Vector3 gravity = new(0f, -30f, 0f);
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public float
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maxAirSpeed = 10f,
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airControlSharpness = 8f;
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public float
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wallRunMaxTime = 1.75f,
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wallRunSpeed = 15f,
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wallRunAcceleration = 25f,
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wallRunGravityScale = 0.25f,
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wallDetachImpulse = 7f,
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wallContactAngleThreshold = 45f;
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}
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}
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@@ -0,0 +1,82 @@
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using UnityEngine;
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using Code.Gameplay.Camera;
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using KinematicCharacterController;
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namespace Code.Gameplay.Character.Controller.Abilities
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{
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public class DashMechanic
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{
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private readonly float _dashSpeed;
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private readonly float _dashDuration;
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private readonly float _dashCooldown;
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private float _dashTimer;
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private float _dashCooldownTimer;
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private Vector3 _dashDirection;
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private bool _dashRequested;
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public bool IsDashing { get; private set; }
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public DashMechanic(float dashSpeed, float dashDuration, float dashCooldown)
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{
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_dashSpeed = dashSpeed;
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_dashDuration = dashDuration;
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_dashCooldown = dashCooldown;
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}
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public void TickCooldown(float deltaTime)
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{
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if (_dashCooldownTimer > 0f) _dashCooldownTimer -= deltaTime;
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}
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public void RequestDash(bool dashPressed)
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{
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if (dashPressed && !_dashRequested && _dashCooldownTimer <= 0f)
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_dashRequested = true;
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}
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public void TryStartDash(KinematicCharacterMotor motor,
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CameraMode currentCameraMode,
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Quaternion firstPersonCameraRotation,
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Vector3 lookInputVector)
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{
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if (!_dashRequested || !motor.GroundingStatus.IsStableOnGround || _dashCooldownTimer > 0f)
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{
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_dashRequested = false;
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return;
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}
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IsDashing = true;
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_dashTimer = _dashDuration;
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var dir = currentCameraMode == CameraMode.FirstPerson
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? firstPersonCameraRotation * Vector3.forward
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: lookInputVector;
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_dashDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
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if (_dashDirection.sqrMagnitude < 0.01f) _dashDirection = motor.CharacterForward;
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_dashCooldownTimer = _dashCooldown;
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_dashRequested = false;
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}
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public void HandleDash(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
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{
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_dashTimer -= deltaTime;
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if (_dashTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
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{
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EndDash();
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return;
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}
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currentVelocity = _dashDirection * _dashSpeed;
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currentVelocity += motor.CharacterUp * 1.5f;
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}
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public void EndDash()
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{
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IsDashing = false;
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_dashTimer = 0f;
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}
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}
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}
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+3
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 6d62efb53e0c4d49be9fc658484e2575
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timeCreated: 1764856437
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+41
-72
@@ -1,122 +1,91 @@
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using UnityEngine;
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using Code.Gameplay.Camera;
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using KinematicCharacterController;
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using UnityEngine;
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namespace Code.Gameplay.Character.Controller.Abilities
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{
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/*
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* Механика слайда для персонажа
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* Отвечает за управление состоянием, таймерами и скоростью слайда
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*/
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public class SlideMechanic
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{
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// Скорость слайда
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private readonly float _slideSpeed;
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// Длительность слайда в секундах
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private readonly float _slideDuration;
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// Время перезарядки слайда
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private readonly float _slideCooldown;
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private readonly AnimationCurve _velocityCurve;
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private readonly float _minVelocityThreshold;
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private readonly float _cooldown;
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// Таймер слайда
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private float _slideTimer;
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// Таймер перезарядки слайда
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private float _slideCooldownTimer;
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// Направление слайда
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private float _slideTime;
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private float _cooldownTimer;
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private Vector3 _slideDirection;
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// Флаг запроса слайда
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private bool _slideRequested;
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// Свойство-флаг, активен ли слайд
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private float _initialSpeed;
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public bool IsSliding { get; private set; }
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// Конструктор механики слайда
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public SlideMechanic(float slideSpeed, float slideDuration, float slideCooldown)
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public SlideMechanic(AnimationCurve velocityCurve, float minVelocityThreshold, float cooldown)
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{
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_slideSpeed = slideSpeed;
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_slideDuration = slideDuration;
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_slideCooldown = slideCooldown;
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_velocityCurve = velocityCurve;
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_minVelocityThreshold = minVelocityThreshold;
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_cooldown = cooldown;
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}
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// Обновляем таймер перезарядки слайда
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public void TickCooldown(float deltaTime)
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{
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if (_slideCooldownTimer > 0f)
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{
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_slideCooldownTimer -= deltaTime;
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}
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if (_cooldownTimer > 0f) _cooldownTimer -= deltaTime;
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}
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// Обработка слайда
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public void RequestSlide(bool slidePressed)
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{
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if (slidePressed && !_slideRequested && _slideCooldownTimer <= 0f)
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{
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if (slidePressed && !_slideRequested && _cooldownTimer <= 0f)
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_slideRequested = true;
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}
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}
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// Начало слайда
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public void TryStartSlide(KinematicCharacterMotor motor,
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CameraMode currentCameraMode,
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Quaternion firstPersonCameraRotation,
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Vector3 lookInputVector)
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{
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// Проверяем условия для старта слайда
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if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _slideCooldownTimer > 0f)
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if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _cooldownTimer > 0f)
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{
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_slideRequested = false;
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return;
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}
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IsSliding = true;
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_slideTimer = _slideDuration;
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// НАПРАВЛЕНИЕ СЛАЙДА - ВСЕГДА ВПЕРЕД ПО КАМЕРЕ
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// Используем направление камеры, но проецируем на горизонтальную плоскость
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var slideDir = currentCameraMode == CameraMode.FirstPerson ?
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firstPersonCameraRotation * Vector3.forward :
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lookInputVector;
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// Проецируем на горизонтальную плоскость и нормализуем
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_slideDirection = Vector3.ProjectOnPlane(slideDir, motor.CharacterUp).normalized;
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// Если направление нулевое (персонаж стоит на месте), используем направление вперед
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if (_slideDirection.sqrMagnitude < 0.01f)
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{
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_slideDirection = motor.CharacterForward;
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}
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_slideTime = 0f;
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// Устанавливаем перезарядку
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_slideCooldownTimer = _slideCooldown;
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var dir = currentCameraMode == CameraMode.FirstPerson
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? firstPersonCameraRotation * Vector3.forward
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: lookInputVector;
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_slideDirection = Vector3.ProjectOnPlane(dir, motor.CharacterUp).normalized;
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if (_slideDirection.sqrMagnitude < 0.01f) _slideDirection = motor.CharacterForward;
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_initialSpeed = motor.Velocity.magnitude;
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if (_initialSpeed < 12f) _initialSpeed = 12f; // fallback
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_cooldownTimer = _cooldown;
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_slideRequested = false;
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}
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// Обработка слайда
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public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
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{
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// Уменьшаем таймер слайда
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_slideTimer -= deltaTime;
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if (!IsSliding) return;
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_slideTime += deltaTime;
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// Если время слайда вышло, персонаж в воздухе - заканчиваем слайд
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if (_slideTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
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{
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var t = Mathf.Clamp01(_slideTime / 2.5f);
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var speedMult = _velocityCurve.Evaluate(t);
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var targetSpeed = _initialSpeed * speedMult;
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currentVelocity = _slideDirection * targetSpeed;
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currentVelocity += motor.CharacterUp * 1f;
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if (targetSpeed < _minVelocityThreshold || !motor.GroundingStatus.IsStableOnGround)
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EndSlide();
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return;
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}
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// Устанавливаем скорость слайда вперед
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// Используем прямую установку скорости вместо сложных вычислений
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currentVelocity = _slideDirection * _slideSpeed;
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|
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// Добавляем небольшую вертикальную компоненту для лучшего скольжения по неровностям
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currentVelocity += motor.CharacterUp * 2f;
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}
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// Завершение слайда
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public void EndSlide()
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{
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IsSliding = false;
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_slideTimer = 0f;
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_slideTime = 0f;
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}
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}
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}
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+80
-103
@@ -7,14 +7,13 @@ namespace Code.Gameplay.Character.Controller.Abilities
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{
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public class WallRunningMechanic
|
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{
|
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public float MaxWallRunTime = 1.75f;
|
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public float WallRunSpeed = 8.0f;
|
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public float WallRunAcceleration = 25.0f;
|
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public float WallRunGravityScale = 0.25f;
|
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public float WallDetachImpulse = 7.0f;
|
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public float WallContactAngleThreshold = 45.0f;
|
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private readonly float _maxWallRunTime;
|
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private readonly float _wallRunSpeed;
|
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private readonly float _wallRunAcceleration;
|
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private readonly float _wallRunGravityScale;
|
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private readonly float _wallDetachImpulse;
|
||||
private readonly float _wallContactAngleThreshold;
|
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|
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private bool _isWallRunning;
|
||||
private float _wallRunTimer;
|
||||
private Vector3 _wallNormal;
|
||||
private Vector3 _wallTangentRight;
|
||||
@@ -24,53 +23,58 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
|
||||
private float _surfaceAngleCos;
|
||||
private bool _canWallRun;
|
||||
public float WallContactHeight { get; private set; }
|
||||
|
||||
public Vector3 WallRunStartForward { get; private set; }
|
||||
|
||||
private KinematicCharacterMotor _motor;
|
||||
private CharacterInputHandler _inputHandler;
|
||||
|
||||
public bool IsWallRunning => _isWallRunning;
|
||||
public bool IsWallRunning { get; private set; }
|
||||
|
||||
public WallRunningMechanic(
|
||||
float maxWallRunTime,
|
||||
float wallRunSpeed,
|
||||
float wallRunAcceleration,
|
||||
float wallRunGravityScale,
|
||||
float wallDetachImpulse,
|
||||
float wallContactAngleThreshold)
|
||||
{
|
||||
_maxWallRunTime = maxWallRunTime;
|
||||
_wallRunSpeed = wallRunSpeed;
|
||||
_wallRunAcceleration = wallRunAcceleration;
|
||||
_wallRunGravityScale = wallRunGravityScale;
|
||||
_wallDetachImpulse = wallDetachImpulse;
|
||||
_wallContactAngleThreshold = wallContactAngleThreshold;
|
||||
}
|
||||
|
||||
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
|
||||
{
|
||||
_motor = motor;
|
||||
_inputHandler = inputHandler;
|
||||
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_isWallRunning = false;
|
||||
_wallRunTimer = 0f;
|
||||
_wallNormal = Vector3.zero;
|
||||
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
|
||||
}
|
||||
|
||||
public void Tick(float deltaTime)
|
||||
{
|
||||
if (_isWallRunning)
|
||||
if (!IsWallRunning) return;
|
||||
|
||||
_wallRunTimer += deltaTime;
|
||||
if (_wallRunTimer > _maxWallRunTime)
|
||||
{
|
||||
_wallRunTimer += deltaTime;
|
||||
if (_wallRunTimer > MaxWallRunTime)
|
||||
{
|
||||
DetachFromWall(false);
|
||||
}
|
||||
DetachFromWall(false);
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
||||
{
|
||||
if (_isWallRunning) return false;
|
||||
if (IsWallRunning) return false;
|
||||
|
||||
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
||||
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
||||
var dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
||||
var isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
||||
|
||||
if (!isWall) return false;
|
||||
|
||||
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
||||
|
||||
float velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
|
||||
var velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
|
||||
if (velocityIntoWall < 1f) return false;
|
||||
|
||||
StartWallRun(hitNormal, hitPoint);
|
||||
@@ -79,13 +83,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
|
||||
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
|
||||
{
|
||||
_isWallRunning = true;
|
||||
IsWallRunning = true;
|
||||
_wallRunTimer = 0f;
|
||||
_wallNormal = wallNormal.normalized;
|
||||
_wallContactPoint = contactPoint;
|
||||
WallContactHeight = contactPoint.y;
|
||||
|
||||
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||
|
||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||
@@ -93,43 +95,42 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
|
||||
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
|
||||
_wallTangentUp = -_wallTangentUp;
|
||||
|
||||
WallRunStartForward = _motor.CharacterForward;
|
||||
|
||||
_motor.ForceUnground();
|
||||
}
|
||||
|
||||
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
||||
{
|
||||
if (!_isWallRunning) return;
|
||||
if (!IsWallRunning) return;
|
||||
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
||||
|
||||
Vector3 moveInputWorld = _inputHandler.MoveInputVector;
|
||||
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
||||
var moveInputWorld = _inputHandler.MoveInputVector;
|
||||
var moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
||||
|
||||
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
|
||||
var wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
|
||||
|
||||
float ad = inputs.MoveAxisRight;
|
||||
var ad = inputs.MoveAxisRight;
|
||||
|
||||
float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
|
||||
var sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
|
||||
if (sideDot < 0)
|
||||
ad = -ad;
|
||||
|
||||
Vector3 adMove = _wallTangentUp * (-ad);
|
||||
var adMove = _wallTangentUp * (-ad);
|
||||
|
||||
Vector3 finalMove = wsMove + adMove;
|
||||
var finalMove = wsMove + adMove;
|
||||
finalMove = finalMove.normalized * moveInputWorld.magnitude;
|
||||
|
||||
Vector3 targetVelocity = finalMove * WallRunSpeed;
|
||||
var targetVelocity = finalMove * _wallRunSpeed;
|
||||
|
||||
currentVelocity = Vector3.Lerp(
|
||||
currentVelocity,
|
||||
targetVelocity,
|
||||
1f - Mathf.Exp(-WallRunAcceleration * deltaTime)
|
||||
1f - Mathf.Exp(-_wallRunAcceleration * deltaTime)
|
||||
);
|
||||
|
||||
currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime);
|
||||
currentVelocity += Physics.gravity * (_wallRunGravityScale * deltaTime);
|
||||
|
||||
float distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
|
||||
var distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
|
||||
if (Mathf.Abs(distanceToWall) > 0.8f)
|
||||
{
|
||||
DetachFromWall(false);
|
||||
@@ -144,16 +145,15 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
|
||||
private bool IsWallStillPresent()
|
||||
{
|
||||
if (_motor == null) return false;
|
||||
if (!_motor) return false;
|
||||
|
||||
Vector3 characterCenter = _motor.TransientPosition;
|
||||
Vector3 characterForward = _motor.CharacterForward;
|
||||
Vector3 characterRight = _motor.CharacterRight;
|
||||
Vector3 characterUp = _motor.CharacterUp;
|
||||
var characterCenter = _motor.TransientPosition;
|
||||
var characterRight = _motor.CharacterRight;
|
||||
var characterUp = _motor.CharacterUp;
|
||||
|
||||
float checkDistance = 0.45f;
|
||||
Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
|
||||
Vector3 rayDir = -_wallNormal;
|
||||
const float checkDistance = 0.45f;
|
||||
var rayOrigin = characterCenter + characterUp * 0.2f;
|
||||
var rayDir = -_wallNormal;
|
||||
|
||||
Vector3[] offsets = {
|
||||
Vector3.zero,
|
||||
@@ -165,83 +165,60 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
||||
|
||||
foreach (var offset in offsets)
|
||||
{
|
||||
if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance,
|
||||
_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
|
||||
{
|
||||
float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
|
||||
if (dotWithUp < _surfaceAngleCos)
|
||||
{
|
||||
_wallNormal = hit.normal.normalized;
|
||||
_wallContactPoint = hit.point;
|
||||
if (!Physics.Raycast(rayOrigin + offset, rayDir, out var hit, checkDistance,
|
||||
_motor.CollidableLayers, QueryTriggerInteraction.Ignore)) continue;
|
||||
|
||||
var dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
|
||||
|
||||
if (!(dotWithUp < _surfaceAngleCos)) continue;
|
||||
|
||||
_wallNormal = hit.normal.normalized;
|
||||
_wallContactPoint = hit.point;
|
||||
|
||||
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||
*/
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void DetachFromWall(bool withImpulse)
|
||||
private void DetachFromWall(bool withImpulse)
|
||||
{
|
||||
if (!_isWallRunning) return;
|
||||
if (!IsWallRunning) return;
|
||||
|
||||
_isWallRunning = false;
|
||||
IsWallRunning = false;
|
||||
|
||||
if (withImpulse && _motor != null)
|
||||
{
|
||||
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
|
||||
_motor.BaseVelocity += detachImpulse;
|
||||
}
|
||||
if (!withImpulse || !_motor) return;
|
||||
|
||||
var detachImpulse = -_wallNormal * _wallDetachImpulse;
|
||||
_motor.BaseVelocity += detachImpulse;
|
||||
}
|
||||
|
||||
public Vector3 GetWallNormal() => _wallNormal;
|
||||
public bool TryGetWallTangents(out Vector3 up, out Vector3 right)
|
||||
{
|
||||
if (!_isWallRunning)
|
||||
{
|
||||
up = right = Vector3.zero;
|
||||
return false;
|
||||
}
|
||||
up = _wallTangentUp;
|
||||
right = _wallTangentRight;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanWallRun()
|
||||
{
|
||||
return !_isWallRunning && !_motor.GroundingStatus.IsStableOnGround;
|
||||
}
|
||||
|
||||
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
|
||||
{
|
||||
if (!_isWallRunning || _motor == null) return;
|
||||
if (!IsWallRunning || !_motor) return;
|
||||
|
||||
_isWallRunning = false;
|
||||
IsWallRunning = false;
|
||||
|
||||
Vector3 wallAway = _wallNormal;
|
||||
Vector3 wallUp = _wallTangentUp;
|
||||
var wallAway = _wallNormal;
|
||||
var wallUp = _wallTangentUp;
|
||||
|
||||
Vector3 playerForward = cameraRotation * Vector3.forward;
|
||||
var playerForward = cameraRotation * Vector3.forward;
|
||||
|
||||
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
|
||||
var forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
|
||||
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
|
||||
|
||||
Vector3 jumpDirection =
|
||||
var jumpDirection =
|
||||
forwardInWallPlane * 0.2f +
|
||||
wallAway * 0.4f +
|
||||
wallUp * 0.4f;
|
||||
|
||||
jumpDirection = jumpDirection.normalized;
|
||||
|
||||
float wallJumpForce = WallDetachImpulse * 2f;
|
||||
var wallJumpForce = _wallDetachImpulse * 2f;
|
||||
|
||||
Vector3 jumpImpulse = jumpDirection * wallJumpForce;
|
||||
var jumpImpulse = jumpDirection * wallJumpForce;
|
||||
|
||||
_motor.BaseVelocity += jumpImpulse;
|
||||
|
||||
|
||||
+39
-35
@@ -27,6 +27,7 @@ namespace Code.Gameplay.Character.Controller
|
||||
|
||||
// Подсистемы
|
||||
private CharacterInputHandler _inputHandler;
|
||||
private DashMechanic _dashMechanic;
|
||||
private SlideMechanic _slideMechanic;
|
||||
// private WallClimbMechanic _wallClimbMechanic;
|
||||
private WallRunningMechanic _wallRunningMechanic;
|
||||
@@ -35,6 +36,7 @@ namespace Code.Gameplay.Character.Controller
|
||||
private AirMovementSystem _airMovement;
|
||||
|
||||
public bool IsSliding => _slideMechanic.IsSliding;
|
||||
public bool IsDashing => _dashMechanic.IsDashing;
|
||||
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
||||
|
||||
private float abilityBlockTimer;
|
||||
@@ -50,28 +52,25 @@ namespace Code.Gameplay.Character.Controller
|
||||
{
|
||||
_characterConfig = characterConfig;
|
||||
// Инициализация подсистем с параметрами из конфига
|
||||
_inputHandler = new CharacterInputHandler(
|
||||
_characterConfig.sprintAngleThreshold
|
||||
_inputHandler = new CharacterInputHandler();
|
||||
_dashMechanic = new DashMechanic(
|
||||
_characterConfig.dashSpeed,
|
||||
_characterConfig.dashDuration,
|
||||
_characterConfig.dashCooldown
|
||||
);
|
||||
_slideMechanic = new SlideMechanic(
|
||||
_characterConfig.slideSpeed,
|
||||
_characterConfig.slideDuration,
|
||||
_characterConfig.slideVelocityCurve,
|
||||
_characterConfig.slideMinVelocityThreshold,
|
||||
_characterConfig.slideCooldown
|
||||
);
|
||||
// _wallClimbMechanic = new WallClimbMechanic(
|
||||
// _characterConfig.wallClimbSpeedFactor,
|
||||
// _characterConfig.minWallClimbSpeed,
|
||||
// _characterConfig.wallDetectionAngleThreshold
|
||||
// );
|
||||
_wallRunningMechanic = new WallRunningMechanic();
|
||||
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
|
||||
_wallRunningMechanic.MaxWallRunTime = 1.75f;
|
||||
_wallRunningMechanic.WallRunSpeed = 15.0f;
|
||||
_wallRunningMechanic.WallRunAcceleration = 25.0f;
|
||||
_wallRunningMechanic.WallRunGravityScale = 0.25f;
|
||||
_wallRunningMechanic.WallDetachImpulse = 7.0f;
|
||||
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
|
||||
|
||||
_wallRunningMechanic = new WallRunningMechanic(
|
||||
_characterConfig.wallRunMaxTime,
|
||||
_characterConfig.wallRunSpeed,
|
||||
_characterConfig.wallRunAcceleration,
|
||||
_characterConfig.wallRunGravityScale,
|
||||
_characterConfig.wallDetachImpulse,
|
||||
_characterConfig.wallContactAngleThreshold
|
||||
);
|
||||
_wallLeanMechanic = new WallLeanMechanic(
|
||||
_characterConfig.leanAngle,
|
||||
_characterConfig.leanThreshold,
|
||||
@@ -79,12 +78,14 @@ namespace Code.Gameplay.Character.Controller
|
||||
);
|
||||
_groundMovement = new GroundMovementSystem(
|
||||
_characterConfig.maxStableMoveSpeed,
|
||||
_characterConfig.sprintMoveSpeed,
|
||||
_characterConfig.stableMovementSharpness,
|
||||
_characterConfig.jumpSpeed
|
||||
);
|
||||
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||
|
||||
_airMovement = new AirMovementSystem(
|
||||
_characterConfig.gravity,
|
||||
_characterConfig.maxAirSpeed,
|
||||
_characterConfig.airControlSharpness
|
||||
);
|
||||
|
||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
_inputHandler.FirstPersonCameraRotation =
|
||||
@@ -99,17 +100,15 @@ namespace Code.Gameplay.Character.Controller
|
||||
public void SetInputs(ref CharacterInputs inputs)
|
||||
{
|
||||
_lastInputs = inputs;
|
||||
// Обновляем таймеры механик
|
||||
_dashMechanic.TickCooldown(Time.deltaTime);
|
||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallRunningMechanic.Tick(Time.deltaTime);
|
||||
|
||||
// Если активен слайд - игнорируем весь остальной ввод
|
||||
if (_slideMechanic.IsSliding)
|
||||
if (_dashMechanic.IsDashing || _slideMechanic.IsSliding)
|
||||
{
|
||||
_inputHandler.MoveInputVector = Vector3.zero;
|
||||
_inputHandler.LookInputVector = Vector3.one;
|
||||
_inputHandler.IsSprinting = false;
|
||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||
return;
|
||||
}
|
||||
@@ -125,12 +124,12 @@ namespace Code.Gameplay.Character.Controller
|
||||
}
|
||||
else
|
||||
{
|
||||
inputs.SprintPressed = false;
|
||||
inputs.DashPressed = false;
|
||||
inputs.SlidePressed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Обработка слайда
|
||||
_dashMechanic.RequestDash(inputs.DashPressed);
|
||||
_slideMechanic.RequestSlide(inputs.SlidePressed);
|
||||
|
||||
// Обработка остального ввода
|
||||
@@ -172,16 +171,21 @@ namespace Code.Gameplay.Character.Controller
|
||||
|
||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||
{
|
||||
if (_dashMechanic.IsDashing && _groundMovement.JumpRequested)
|
||||
_dashMechanic.EndDash();
|
||||
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
|
||||
if (!_dashMechanic.IsDashing)
|
||||
_dashMechanic.TryStartDash(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
||||
else
|
||||
{
|
||||
_dashMechanic.HandleDash(ref currentVelocity, deltaTime, motor);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_slideMechanic.IsSliding)
|
||||
{
|
||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
||||
_inputHandler.LookInputVector);
|
||||
}
|
||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
||||
else
|
||||
{
|
||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||
@@ -212,7 +216,7 @@ namespace Code.Gameplay.Character.Controller
|
||||
// Если персонаж не на земле — стандартное воздушное движение
|
||||
else
|
||||
{
|
||||
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
||||
_airMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||
_groundMovement.CancelJumpRequest();
|
||||
}
|
||||
}
|
||||
@@ -229,10 +233,10 @@ namespace Code.Gameplay.Character.Controller
|
||||
|
||||
public void PostGroundingUpdate(float deltaTime)
|
||||
{
|
||||
if (_dashMechanic.IsDashing && !motor.GroundingStatus.IsStableOnGround)
|
||||
_dashMechanic.EndDash();
|
||||
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
}
|
||||
|
||||
public void AfterCharacterUpdate(float deltaTime)
|
||||
|
||||
+1
-18
@@ -11,40 +11,23 @@ namespace Code.Gameplay.Character.Controller.Input
|
||||
*/
|
||||
public class CharacterInputHandler
|
||||
{
|
||||
// Косинус порогового угла для спринта (предвычислен)
|
||||
private readonly float _sprintAngleThresholdCos;
|
||||
|
||||
// Векторы движения и направления взгляда
|
||||
public Vector3 MoveInputVector { get; set; }
|
||||
public Vector3 LookInputVector { get; set; }
|
||||
|
||||
// Флаг-свойство указывающий, что активен режим спринта
|
||||
public bool IsSprinting { get; set; }
|
||||
|
||||
// Вращение камеры в FirstPerson режиме для синхронизации (только горизонтальная компонента)
|
||||
public Quaternion FirstPersonCameraRotation { get; set; }
|
||||
|
||||
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
|
||||
public bool ShouldApplyCameraRotation { get; private set; }
|
||||
|
||||
// Конструктор с пороговым углом
|
||||
public CharacterInputHandler(float sprintAngleThreshold)
|
||||
{
|
||||
// Предвычисляем косинус порогового угла для эффективности
|
||||
// Угол в градусах → радианы → косинус
|
||||
// Чем меньше угол — тем строже условие
|
||||
_sprintAngleThresholdCos = Mathf.Cos(Mathf.Deg2Rad * sprintAngleThreshold);
|
||||
}
|
||||
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
|
||||
{
|
||||
// Сохраняем текущий режим камеры
|
||||
var currentCameraMode = inputs.CameraMode;
|
||||
|
||||
// Обработка спринта
|
||||
IsSprinting = inputs.SprintPressed && inputs.MoveAxisForward > _sprintAngleThresholdCos; // Спринт только при движении на заданный в конфиге угол
|
||||
|
||||
// Нормализация вектора движения и ограничение его величины до 1
|
||||
var moveInputVector =
|
||||
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
|
||||
|
||||
+23
-11
@@ -1,26 +1,38 @@
|
||||
using UnityEngine;
|
||||
using Code.Gameplay.Character.Controller.Input;
|
||||
using KinematicCharacterController;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Movement
|
||||
{
|
||||
/*
|
||||
* Система движения персонажа в воздухе
|
||||
*/
|
||||
public class AirMovementSystem
|
||||
{
|
||||
// Вектор, отвечающий за применение гравитации
|
||||
private readonly Vector3 _gravity;
|
||||
|
||||
// Конструктор системы движения в воздухе
|
||||
public AirMovementSystem(Vector3 gravity)
|
||||
private readonly float _maxAirSpeed;
|
||||
private readonly float _airControlSharpness;
|
||||
|
||||
public AirMovementSystem(Vector3 gravity, float maxAirSpeed, float airControlSharpness)
|
||||
{
|
||||
_gravity = gravity;
|
||||
_maxAirSpeed = maxAirSpeed;
|
||||
_airControlSharpness = airControlSharpness;
|
||||
}
|
||||
|
||||
// Обновление скорости движения персонажа в воздухе
|
||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||
|
||||
public void UpdateVelocity(ref Vector3 currentVelocity, CharacterInputHandler inputHandler, KinematicCharacterMotor motor, float deltaTime)
|
||||
{
|
||||
// Применяем гравитацию
|
||||
currentVelocity += _gravity * deltaTime;
|
||||
|
||||
var horizontalVelocity = Vector3.ProjectOnPlane(currentVelocity, motor.CharacterUp);
|
||||
var verticalVelocity = Vector3.Dot(currentVelocity, motor.CharacterUp) * motor.CharacterUp;
|
||||
|
||||
var desiredHorizontalMovement = Vector3.ProjectOnPlane(inputHandler.MoveInputVector, motor.CharacterUp).normalized * _maxAirSpeed;
|
||||
|
||||
horizontalVelocity = Vector3.Lerp(
|
||||
horizontalVelocity,
|
||||
desiredHorizontalMovement,
|
||||
1f - Mathf.Exp(-_airControlSharpness * deltaTime)
|
||||
);
|
||||
|
||||
currentVelocity = horizontalVelocity + verticalVelocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
+2
-6
@@ -11,8 +11,6 @@ namespace Code.Gameplay.Character.Controller.Movement
|
||||
{
|
||||
// Максимальная скорость движения по устойчивой поверхности
|
||||
private readonly float _maxStableMoveSpeed;
|
||||
// Максимальная скорость спринта
|
||||
private readonly float _sprintMoveSpeed;
|
||||
// Резкость изменения скорости движения (чем выше - тем резче)
|
||||
private readonly float _stableMovementSharpness;
|
||||
// Скорость прыжка
|
||||
@@ -22,10 +20,9 @@ namespace Code.Gameplay.Character.Controller.Movement
|
||||
public bool JumpRequested { get; private set; }
|
||||
|
||||
// Конструктор системы движения на земле
|
||||
public GroundMovementSystem(float maxStableMoveSpeed, float sprintMoveSpeed, float stableMovementSharpness, float jumpSpeed)
|
||||
public GroundMovementSystem(float maxStableMoveSpeed, float stableMovementSharpness, float jumpSpeed)
|
||||
{
|
||||
_maxStableMoveSpeed = maxStableMoveSpeed;
|
||||
_sprintMoveSpeed = sprintMoveSpeed;
|
||||
_stableMovementSharpness = stableMovementSharpness;
|
||||
_jumpSpeed = jumpSpeed;
|
||||
}
|
||||
@@ -66,8 +63,7 @@ namespace Code.Gameplay.Character.Controller.Movement
|
||||
inputHandler.MoveInputVector.magnitude;
|
||||
|
||||
// Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта
|
||||
var targetSpeed = inputHandler.IsSprinting ? _sprintMoveSpeed : _maxStableMoveSpeed;
|
||||
var targetMovementVelocity = reorientedInput * targetSpeed;
|
||||
var targetMovementVelocity = reorientedInput * _maxStableMoveSpeed;
|
||||
|
||||
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
|
||||
currentVelocity = Vector3.Lerp(
|
||||
|
||||
@@ -45,8 +45,8 @@ namespace Code.Gameplay.Character.Core
|
||||
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||
inputs.SprintPressed = _inputService.SprintPressed; // Спринт (Shift)
|
||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||
inputs.DashPressed = _inputService.DashPressed; // Слайд (Ctrl)
|
||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||
|
||||
// Передаем информацию о камере для адаптивного поведения
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Core
|
||||
public CameraMode CameraMode; // Текущий режим камеры для адаптации поведения
|
||||
public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости
|
||||
public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка
|
||||
public bool SprintPressed; // Флаг указывающий, нажата ли кнопка спринта
|
||||
public bool DashPressed;
|
||||
public bool SlidePressed; // Флаг указывающий, нажата ли кнопка слайда
|
||||
}
|
||||
}
|
||||
@@ -38,7 +38,7 @@ namespace Code.Gameplay.Character.Core
|
||||
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift)
|
||||
inputs.DashPressed = _inputService.DashPressed;
|
||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||
|
||||
|
||||
@@ -52,7 +52,7 @@ namespace Code.Gameplay.Enemies
|
||||
|
||||
audioService.PlayEnemy(EnemiesSounds.GrandpaAttack,agent.transform.position);
|
||||
|
||||
if (Player.CustomCharacterController.IsSliding)
|
||||
if (Player.CustomCharacterController.IsDashing || Player.CustomCharacterController.IsSliding)
|
||||
ApplyStun();
|
||||
else
|
||||
DealDamage();
|
||||
|
||||
@@ -16,8 +16,8 @@ namespace Code.Input
|
||||
// Для управления движением персонажа
|
||||
Vector2 MoveInput { get; }
|
||||
bool JumpPressed { get; }
|
||||
bool SprintPressed { get; }
|
||||
bool SlidePressed { get; }
|
||||
bool DashPressed { get; }
|
||||
|
||||
// Для переключения режима камеры
|
||||
bool ToggleCameraModePressed { get; }
|
||||
|
||||
@@ -13,8 +13,8 @@ namespace Code.Input
|
||||
public float ZoomInput { get; private set; }
|
||||
public Vector2 MoveInput { get; private set; }
|
||||
public bool JumpPressed { get; private set; }
|
||||
public bool SprintPressed { get; private set; }
|
||||
public bool SlidePressed { get; private set; }
|
||||
public bool DashPressed { get; private set; }
|
||||
public bool ToggleCameraModePressed { get; private set; }
|
||||
|
||||
public InputService(InputActionAsset inputActionAsset)
|
||||
@@ -69,14 +69,6 @@ namespace Code.Input
|
||||
jumpAction.canceled += OnJumpCanceled;
|
||||
}
|
||||
|
||||
// Обработка спринта (персонаж)
|
||||
var sprintAction = gameplayMap.FindAction("Sprint");
|
||||
if (sprintAction != null)
|
||||
{
|
||||
sprintAction.performed += OnSprintPerformed;
|
||||
sprintAction.canceled += OnSprintCanceled;
|
||||
}
|
||||
|
||||
// Обработка слайда (персонаж)
|
||||
var slideAction = gameplayMap.FindAction("Slide");
|
||||
if (slideAction != null)
|
||||
@@ -85,6 +77,14 @@ namespace Code.Input
|
||||
slideAction.canceled += OnSlideCanceled;
|
||||
}
|
||||
|
||||
// Обработка слайда (персонаж)
|
||||
var dashAction = gameplayMap.FindAction("Dash");
|
||||
if (dashAction != null)
|
||||
{
|
||||
dashAction.performed += OnDashPerformed;
|
||||
dashAction.canceled += OnDashCanceled;
|
||||
}
|
||||
|
||||
// Обработка переключения режима камеры
|
||||
var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode");
|
||||
if (toggleCameraModeAction != null)
|
||||
@@ -134,16 +134,6 @@ namespace Code.Input
|
||||
JumpPressed = false;
|
||||
}
|
||||
|
||||
private void OnSprintPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
SprintPressed = true;
|
||||
}
|
||||
|
||||
private void OnSprintCanceled(InputAction.CallbackContext context)
|
||||
{
|
||||
SprintPressed = false;
|
||||
}
|
||||
|
||||
private void OnSlidePerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
SlidePressed = true;
|
||||
@@ -154,6 +144,16 @@ namespace Code.Input
|
||||
SlidePressed = false;
|
||||
}
|
||||
|
||||
private void OnDashPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
DashPressed = true;
|
||||
}
|
||||
|
||||
private void OnDashCanceled(InputAction.CallbackContext context)
|
||||
{
|
||||
DashPressed = false;
|
||||
}
|
||||
|
||||
private void OnToggleCameraModePerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
ToggleCameraModePressed = true;
|
||||
@@ -189,12 +189,12 @@ namespace Code.Input
|
||||
gameplayMap.FindAction("Jump").performed -= OnJumpPerformed;
|
||||
gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled;
|
||||
|
||||
gameplayMap.FindAction("Sprint").performed -= OnSprintPerformed;
|
||||
gameplayMap.FindAction("Sprint").canceled -= OnSprintCanceled;
|
||||
|
||||
gameplayMap.FindAction("Slide").performed -= OnSlidePerformed;
|
||||
gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled;
|
||||
|
||||
gameplayMap.FindAction("Dash").performed -= OnDashPerformed;
|
||||
gameplayMap.FindAction("Dash").canceled -= OnDashCanceled;
|
||||
|
||||
gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed;
|
||||
gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled;
|
||||
}
|
||||
|
||||
@@ -12,19 +12,51 @@ MonoBehaviour:
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|
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m_Name: CharacterConfig
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m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CharacterConfig
|
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|
||||
maxStableMoveSpeed: 12
|
||||
stableMovementSharpness: 15
|
||||
orientationSharpness: 10
|
||||
jumpSpeed: 10
|
||||
sprintMoveSpeed: 12
|
||||
sprintAngleThreshold: 90
|
||||
slideSpeed: 20
|
||||
slideDuration: 0.8
|
||||
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|
||||
dashDuration: 0.35
|
||||
dashCooldown: 1.2
|
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slideVelocityCurve:
|
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serializedVersion: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
|
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slideMinVelocityThreshold: 3
|
||||
slideCooldown: 1.5
|
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wallClimbSpeedFactor: 0.8
|
||||
minWallClimbSpeed: 9
|
||||
wallDetectionAngleThreshold: 80
|
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maxWallLeanAngle: 90
|
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wallLeanSharpness: 100
|
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wallLeanHeightScale: 0.1
|
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leanAngle: 25
|
||||
leanThreshold: 0.3
|
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leanSmoothSpeed: 10
|
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gravity: {x: 0, y: -30, z: 0}
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|
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@@ -1,5 +1,9 @@
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guid: 502e1b73e61bd4e44aa368c5f98f4217
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========
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guid: 832c2ca81687522d1be9fd0ff1582b82
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>>>>>>>> a5ce6e31653c95b7788f4a9d3967d0c270de8b30:Game/CourierOld/Assets/Resources/Models/Enemies/Grandpa/New/ded_idle_last.fbx.meta
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ModelImporter:
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guid: 502e1b73e61bd4e44aa368c5f98f4217
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========
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guid: 832c2ca81687522d1be9fd0ff1582b82
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>>>>>>>> a5ce6e31653c95b7788f4a9d3967d0c270de8b30:Game/CourierOld/Assets/Resources/Models/Enemies/Grandpa/New/ded_idle_last.fbx.meta
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Reference in new issue
Block a user