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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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private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
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{
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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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loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
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}
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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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[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
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public class CharacterConfig : ScriptableObject
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public class CharacterConfig : ScriptableObject
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{
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{
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// Основное движение по земле
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public float
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public float
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maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
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maxStableMoveSpeed = 12f,
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stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
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stableMovementSharpness = 15f,
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orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
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orientationSharpness = 10f,
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jumpSpeed = 10f; // Скорость прыжка
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jumpSpeed = 10f;
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// Спринт
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public float
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public float
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dashSpeed = 20f,
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sprintMoveSpeed = 12f, // Максимальная скорость спринта
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dashDuration = 0.35f,
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sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт
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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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public float
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leanAngle = 25f,
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leanAngle = 25f,
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leanThreshold = 0.3f,
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leanThreshold = 0.3f,
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leanSmoothSpeed = 10f;
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leanSmoothSpeed = 10f;
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// Гравитация
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public Vector3 gravity = new(0f, -30f, 0f);
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public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
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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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}
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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 Code.Gameplay.Camera;
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using KinematicCharacterController;
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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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namespace Code.Gameplay.Character.Controller.Abilities
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{
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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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public class SlideMechanic
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{
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{
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// Скорость слайда
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private readonly AnimationCurve _velocityCurve;
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private readonly float _slideSpeed;
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private readonly float _minVelocityThreshold;
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// Длительность слайда в секундах
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private readonly float _cooldown;
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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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// Таймер слайда
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private float _slideTime;
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private float _slideTimer;
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private float _cooldownTimer;
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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 Vector3 _slideDirection;
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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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private bool _slideRequested;
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private float _initialSpeed;
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// Свойство-флаг, активен ли слайд
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public bool IsSliding { get; private set; }
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public bool IsSliding { get; private set; }
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// Конструктор механики слайда
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public SlideMechanic(AnimationCurve velocityCurve, float minVelocityThreshold, float cooldown)
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public SlideMechanic(float slideSpeed, float slideDuration, float slideCooldown)
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{
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{
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_slideSpeed = slideSpeed;
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_velocityCurve = velocityCurve;
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_slideDuration = slideDuration;
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_minVelocityThreshold = minVelocityThreshold;
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_slideCooldown = slideCooldown;
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_cooldown = cooldown;
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}
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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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public void TickCooldown(float deltaTime)
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{
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{
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if (_slideCooldownTimer > 0f)
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if (_cooldownTimer > 0f) _cooldownTimer -= deltaTime;
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{
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_slideCooldownTimer -= deltaTime;
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}
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}
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}
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// Обработка слайда
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public void RequestSlide(bool slidePressed)
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public void RequestSlide(bool slidePressed)
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{
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{
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if (slidePressed && !_slideRequested && _slideCooldownTimer <= 0f)
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if (slidePressed && !_slideRequested && _cooldownTimer <= 0f)
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{
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_slideRequested = true;
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_slideRequested = true;
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}
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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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public void TryStartSlide(KinematicCharacterMotor motor,
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CameraMode currentCameraMode,
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CameraMode currentCameraMode,
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Quaternion firstPersonCameraRotation,
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Quaternion firstPersonCameraRotation,
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Vector3 lookInputVector)
|
Vector3 lookInputVector)
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{
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{
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// Проверяем условия для старта слайда
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if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _cooldownTimer > 0f)
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if (!_slideRequested || !motor.GroundingStatus.IsStableOnGround || _slideCooldownTimer > 0f)
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{
|
{
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_slideRequested = false;
|
_slideRequested = false;
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return;
|
return;
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}
|
}
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|
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IsSliding = true;
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IsSliding = true;
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_slideTimer = _slideDuration;
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_slideTime = 0f;
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|
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// НАПРАВЛЕНИЕ СЛАЙДА - ВСЕГДА ВПЕРЕД ПО КАМЕРЕ
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|
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// Используем направление камеры, но проецируем на горизонтальную плоскость
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|
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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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|
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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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|
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_slideDirection = motor.CharacterForward;
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}
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|
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// Устанавливаем перезарядку
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var dir = currentCameraMode == CameraMode.FirstPerson
|
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_slideCooldownTimer = _slideCooldown;
|
? firstPersonCameraRotation * Vector3.forward
|
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|
: lookInputVector;
|
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|
|
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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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|
|
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|
_initialSpeed = motor.Velocity.magnitude;
|
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|
if (_initialSpeed < 12f) _initialSpeed = 12f; // fallback
|
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|
|
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|
_cooldownTimer = _cooldown;
|
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_slideRequested = false;
|
_slideRequested = false;
|
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}
|
}
|
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|
|
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// Обработка слайда
|
|
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public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
|
public void HandleSlide(ref Vector3 currentVelocity, float deltaTime, KinematicCharacterMotor motor)
|
||||||
{
|
{
|
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// Уменьшаем таймер слайда
|
if (!IsSliding) return;
|
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_slideTimer -= deltaTime;
|
|
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|
_slideTime += deltaTime;
|
||||||
|
|
||||||
// Если время слайда вышло, персонаж в воздухе - заканчиваем слайд
|
var t = Mathf.Clamp01(_slideTime / 2.5f);
|
||||||
if (_slideTimer <= 0f || !motor.GroundingStatus.IsStableOnGround)
|
var speedMult = _velocityCurve.Evaluate(t);
|
||||||
{
|
|
||||||
|
var targetSpeed = _initialSpeed * speedMult;
|
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|
currentVelocity = _slideDirection * targetSpeed;
|
||||||
|
|
||||||
|
currentVelocity += motor.CharacterUp * 1f;
|
||||||
|
|
||||||
|
if (targetSpeed < _minVelocityThreshold || !motor.GroundingStatus.IsStableOnGround)
|
||||||
EndSlide();
|
EndSlide();
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Устанавливаем скорость слайда вперед
|
|
||||||
// Используем прямую установку скорости вместо сложных вычислений
|
|
||||||
currentVelocity = _slideDirection * _slideSpeed;
|
|
||||||
|
|
||||||
// Добавляем небольшую вертикальную компоненту для лучшего скольжения по неровностям
|
|
||||||
currentVelocity += motor.CharacterUp * 2f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Завершение слайда
|
|
||||||
public void EndSlide()
|
public void EndSlide()
|
||||||
{
|
{
|
||||||
IsSliding = false;
|
IsSliding = false;
|
||||||
_slideTimer = 0f;
|
_slideTime = 0f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+80
-103
@@ -7,14 +7,13 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
{
|
{
|
||||||
public class WallRunningMechanic
|
public class WallRunningMechanic
|
||||||
{
|
{
|
||||||
public float MaxWallRunTime = 1.75f;
|
private readonly float _maxWallRunTime;
|
||||||
public float WallRunSpeed = 8.0f;
|
private readonly float _wallRunSpeed;
|
||||||
public float WallRunAcceleration = 25.0f;
|
private readonly float _wallRunAcceleration;
|
||||||
public float WallRunGravityScale = 0.25f;
|
private readonly float _wallRunGravityScale;
|
||||||
public float WallDetachImpulse = 7.0f;
|
private readonly float _wallDetachImpulse;
|
||||||
public float WallContactAngleThreshold = 45.0f;
|
private readonly float _wallContactAngleThreshold;
|
||||||
|
|
||||||
private bool _isWallRunning;
|
|
||||||
private float _wallRunTimer;
|
private float _wallRunTimer;
|
||||||
private Vector3 _wallNormal;
|
private Vector3 _wallNormal;
|
||||||
private Vector3 _wallTangentRight;
|
private Vector3 _wallTangentRight;
|
||||||
@@ -24,53 +23,58 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
private float _surfaceAngleCos;
|
private float _surfaceAngleCos;
|
||||||
private bool _canWallRun;
|
private bool _canWallRun;
|
||||||
public float WallContactHeight { get; private set; }
|
|
||||||
|
|
||||||
public Vector3 WallRunStartForward { get; private set; }
|
|
||||||
|
|
||||||
private KinematicCharacterMotor _motor;
|
private KinematicCharacterMotor _motor;
|
||||||
private CharacterInputHandler _inputHandler;
|
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)
|
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
|
||||||
{
|
{
|
||||||
_motor = motor;
|
_motor = motor;
|
||||||
_inputHandler = inputHandler;
|
_inputHandler = inputHandler;
|
||||||
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
|
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * _wallContactAngleThreshold);
|
||||||
}
|
|
||||||
|
|
||||||
public void Reset()
|
|
||||||
{
|
|
||||||
_isWallRunning = false;
|
|
||||||
_wallRunTimer = 0f;
|
|
||||||
_wallNormal = Vector3.zero;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Tick(float deltaTime)
|
public void Tick(float deltaTime)
|
||||||
{
|
{
|
||||||
if (_isWallRunning)
|
if (!IsWallRunning) return;
|
||||||
|
|
||||||
|
_wallRunTimer += deltaTime;
|
||||||
|
if (_wallRunTimer > _maxWallRunTime)
|
||||||
{
|
{
|
||||||
_wallRunTimer += deltaTime;
|
DetachFromWall(false);
|
||||||
if (_wallRunTimer > MaxWallRunTime)
|
|
||||||
{
|
|
||||||
DetachFromWall(false);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
||||||
{
|
{
|
||||||
if (_isWallRunning) return false;
|
if (IsWallRunning) return false;
|
||||||
|
|
||||||
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
var dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
||||||
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
var isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
||||||
|
|
||||||
if (!isWall) return false;
|
if (!isWall) return false;
|
||||||
|
|
||||||
if (_motor.GroundingStatus.IsStableOnGround) 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;
|
if (velocityIntoWall < 1f) return false;
|
||||||
|
|
||||||
StartWallRun(hitNormal, hitPoint);
|
StartWallRun(hitNormal, hitPoint);
|
||||||
@@ -79,13 +83,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
|
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
|
||||||
{
|
{
|
||||||
_isWallRunning = true;
|
IsWallRunning = true;
|
||||||
_wallRunTimer = 0f;
|
_wallRunTimer = 0f;
|
||||||
_wallNormal = wallNormal.normalized;
|
_wallNormal = wallNormal.normalized;
|
||||||
_wallContactPoint = contactPoint;
|
_wallContactPoint = contactPoint;
|
||||||
WallContactHeight = contactPoint.y;
|
|
||||||
|
|
||||||
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
|
||||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||||
|
|
||||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||||
@@ -93,43 +95,42 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
|
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
|
||||||
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
|
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
|
||||||
_wallTangentUp = -_wallTangentUp;
|
_wallTangentUp = -_wallTangentUp;
|
||||||
|
|
||||||
WallRunStartForward = _motor.CharacterForward;
|
|
||||||
_motor.ForceUnground();
|
_motor.ForceUnground();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
||||||
{
|
{
|
||||||
if (!_isWallRunning) return;
|
if (!IsWallRunning) return;
|
||||||
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
||||||
|
|
||||||
Vector3 moveInputWorld = _inputHandler.MoveInputVector;
|
var moveInputWorld = _inputHandler.MoveInputVector;
|
||||||
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
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)
|
if (sideDot < 0)
|
||||||
ad = -ad;
|
ad = -ad;
|
||||||
|
|
||||||
Vector3 adMove = _wallTangentUp * (-ad);
|
var adMove = _wallTangentUp * (-ad);
|
||||||
|
|
||||||
Vector3 finalMove = wsMove + adMove;
|
var finalMove = wsMove + adMove;
|
||||||
finalMove = finalMove.normalized * moveInputWorld.magnitude;
|
finalMove = finalMove.normalized * moveInputWorld.magnitude;
|
||||||
|
|
||||||
Vector3 targetVelocity = finalMove * WallRunSpeed;
|
var targetVelocity = finalMove * _wallRunSpeed;
|
||||||
|
|
||||||
currentVelocity = Vector3.Lerp(
|
currentVelocity = Vector3.Lerp(
|
||||||
currentVelocity,
|
currentVelocity,
|
||||||
targetVelocity,
|
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)
|
if (Mathf.Abs(distanceToWall) > 0.8f)
|
||||||
{
|
{
|
||||||
DetachFromWall(false);
|
DetachFromWall(false);
|
||||||
@@ -144,16 +145,15 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
private bool IsWallStillPresent()
|
private bool IsWallStillPresent()
|
||||||
{
|
{
|
||||||
if (_motor == null) return false;
|
if (!_motor) return false;
|
||||||
|
|
||||||
Vector3 characterCenter = _motor.TransientPosition;
|
var characterCenter = _motor.TransientPosition;
|
||||||
Vector3 characterForward = _motor.CharacterForward;
|
var characterRight = _motor.CharacterRight;
|
||||||
Vector3 characterRight = _motor.CharacterRight;
|
var characterUp = _motor.CharacterUp;
|
||||||
Vector3 characterUp = _motor.CharacterUp;
|
|
||||||
|
|
||||||
float checkDistance = 0.45f;
|
const float checkDistance = 0.45f;
|
||||||
Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
|
var rayOrigin = characterCenter + characterUp * 0.2f;
|
||||||
Vector3 rayDir = -_wallNormal;
|
var rayDir = -_wallNormal;
|
||||||
|
|
||||||
Vector3[] offsets = {
|
Vector3[] offsets = {
|
||||||
Vector3.zero,
|
Vector3.zero,
|
||||||
@@ -165,83 +165,60 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
foreach (var offset in offsets)
|
foreach (var offset in offsets)
|
||||||
{
|
{
|
||||||
if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance,
|
if (!Physics.Raycast(rayOrigin + offset, rayDir, out var hit, checkDistance,
|
||||||
_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
|
_motor.CollidableLayers, QueryTriggerInteraction.Ignore)) continue;
|
||||||
{
|
|
||||||
float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
|
var dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
|
||||||
if (dotWithUp < _surfaceAngleCos)
|
|
||||||
{
|
if (!(dotWithUp < _surfaceAngleCos)) continue;
|
||||||
_wallNormal = hit.normal.normalized;
|
|
||||||
_wallContactPoint = hit.point;
|
_wallNormal = hit.normal.normalized;
|
||||||
|
_wallContactPoint = hit.point;
|
||||||
|
|
||||||
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
return true;
|
||||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
|
||||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
|
||||||
*/
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return false;
|
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)
|
if (!withImpulse || !_motor) return;
|
||||||
{
|
|
||||||
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
|
var detachImpulse = -_wallNormal * _wallDetachImpulse;
|
||||||
_motor.BaseVelocity += detachImpulse;
|
_motor.BaseVelocity += detachImpulse;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public Vector3 GetWallNormal() => _wallNormal;
|
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)
|
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
|
||||||
{
|
{
|
||||||
if (!_isWallRunning || _motor == null) return;
|
if (!IsWallRunning || !_motor) return;
|
||||||
|
|
||||||
_isWallRunning = false;
|
IsWallRunning = false;
|
||||||
|
|
||||||
Vector3 wallAway = _wallNormal;
|
var wallAway = _wallNormal;
|
||||||
Vector3 wallUp = _wallTangentUp;
|
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;
|
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
|
||||||
|
|
||||||
Vector3 jumpDirection =
|
var jumpDirection =
|
||||||
forwardInWallPlane * 0.2f +
|
forwardInWallPlane * 0.2f +
|
||||||
wallAway * 0.4f +
|
wallAway * 0.4f +
|
||||||
wallUp * 0.4f;
|
wallUp * 0.4f;
|
||||||
|
|
||||||
jumpDirection = jumpDirection.normalized;
|
jumpDirection = jumpDirection.normalized;
|
||||||
|
|
||||||
float wallJumpForce = WallDetachImpulse * 2f;
|
var wallJumpForce = _wallDetachImpulse * 2f;
|
||||||
|
|
||||||
Vector3 jumpImpulse = jumpDirection * wallJumpForce;
|
var jumpImpulse = jumpDirection * wallJumpForce;
|
||||||
|
|
||||||
_motor.BaseVelocity += jumpImpulse;
|
_motor.BaseVelocity += jumpImpulse;
|
||||||
|
|
||||||
|
|||||||
+39
-35
@@ -27,6 +27,7 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
|
|
||||||
// Подсистемы
|
// Подсистемы
|
||||||
private CharacterInputHandler _inputHandler;
|
private CharacterInputHandler _inputHandler;
|
||||||
|
private DashMechanic _dashMechanic;
|
||||||
private SlideMechanic _slideMechanic;
|
private SlideMechanic _slideMechanic;
|
||||||
// private WallClimbMechanic _wallClimbMechanic;
|
// private WallClimbMechanic _wallClimbMechanic;
|
||||||
private WallRunningMechanic _wallRunningMechanic;
|
private WallRunningMechanic _wallRunningMechanic;
|
||||||
@@ -35,6 +36,7 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
private AirMovementSystem _airMovement;
|
private AirMovementSystem _airMovement;
|
||||||
|
|
||||||
public bool IsSliding => _slideMechanic.IsSliding;
|
public bool IsSliding => _slideMechanic.IsSliding;
|
||||||
|
public bool IsDashing => _dashMechanic.IsDashing;
|
||||||
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
||||||
|
|
||||||
private float abilityBlockTimer;
|
private float abilityBlockTimer;
|
||||||
@@ -50,28 +52,25 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
{
|
{
|
||||||
_characterConfig = characterConfig;
|
_characterConfig = characterConfig;
|
||||||
// Инициализация подсистем с параметрами из конфига
|
// Инициализация подсистем с параметрами из конфига
|
||||||
_inputHandler = new CharacterInputHandler(
|
_inputHandler = new CharacterInputHandler();
|
||||||
_characterConfig.sprintAngleThreshold
|
_dashMechanic = new DashMechanic(
|
||||||
|
_characterConfig.dashSpeed,
|
||||||
|
_characterConfig.dashDuration,
|
||||||
|
_characterConfig.dashCooldown
|
||||||
);
|
);
|
||||||
_slideMechanic = new SlideMechanic(
|
_slideMechanic = new SlideMechanic(
|
||||||
_characterConfig.slideSpeed,
|
_characterConfig.slideVelocityCurve,
|
||||||
_characterConfig.slideDuration,
|
_characterConfig.slideMinVelocityThreshold,
|
||||||
_characterConfig.slideCooldown
|
_characterConfig.slideCooldown
|
||||||
);
|
);
|
||||||
// _wallClimbMechanic = new WallClimbMechanic(
|
_wallRunningMechanic = new WallRunningMechanic(
|
||||||
// _characterConfig.wallClimbSpeedFactor,
|
_characterConfig.wallRunMaxTime,
|
||||||
// _characterConfig.minWallClimbSpeed,
|
_characterConfig.wallRunSpeed,
|
||||||
// _characterConfig.wallDetectionAngleThreshold
|
_characterConfig.wallRunAcceleration,
|
||||||
// );
|
_characterConfig.wallRunGravityScale,
|
||||||
_wallRunningMechanic = new WallRunningMechanic();
|
_characterConfig.wallDetachImpulse,
|
||||||
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
|
_characterConfig.wallContactAngleThreshold
|
||||||
_wallRunningMechanic.MaxWallRunTime = 1.75f;
|
);
|
||||||
_wallRunningMechanic.WallRunSpeed = 15.0f;
|
|
||||||
_wallRunningMechanic.WallRunAcceleration = 25.0f;
|
|
||||||
_wallRunningMechanic.WallRunGravityScale = 0.25f;
|
|
||||||
_wallRunningMechanic.WallDetachImpulse = 7.0f;
|
|
||||||
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
|
|
||||||
|
|
||||||
_wallLeanMechanic = new WallLeanMechanic(
|
_wallLeanMechanic = new WallLeanMechanic(
|
||||||
_characterConfig.leanAngle,
|
_characterConfig.leanAngle,
|
||||||
_characterConfig.leanThreshold,
|
_characterConfig.leanThreshold,
|
||||||
@@ -79,12 +78,14 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
);
|
);
|
||||||
_groundMovement = new GroundMovementSystem(
|
_groundMovement = new GroundMovementSystem(
|
||||||
_characterConfig.maxStableMoveSpeed,
|
_characterConfig.maxStableMoveSpeed,
|
||||||
_characterConfig.sprintMoveSpeed,
|
|
||||||
_characterConfig.stableMovementSharpness,
|
_characterConfig.stableMovementSharpness,
|
||||||
_characterConfig.jumpSpeed
|
_characterConfig.jumpSpeed
|
||||||
);
|
);
|
||||||
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
_airMovement = new AirMovementSystem(
|
||||||
|
_characterConfig.gravity,
|
||||||
|
_characterConfig.maxAirSpeed,
|
||||||
|
_characterConfig.airControlSharpness
|
||||||
|
);
|
||||||
|
|
||||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||||
_inputHandler.FirstPersonCameraRotation =
|
_inputHandler.FirstPersonCameraRotation =
|
||||||
@@ -99,17 +100,15 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
public void SetInputs(ref CharacterInputs inputs)
|
public void SetInputs(ref CharacterInputs inputs)
|
||||||
{
|
{
|
||||||
_lastInputs = inputs;
|
_lastInputs = inputs;
|
||||||
// Обновляем таймеры механик
|
_dashMechanic.TickCooldown(Time.deltaTime);
|
||||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||||
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
|
|
||||||
_wallRunningMechanic.Tick(Time.deltaTime);
|
_wallRunningMechanic.Tick(Time.deltaTime);
|
||||||
|
|
||||||
// Если активен слайд - игнорируем весь остальной ввод
|
// Если активен слайд - игнорируем весь остальной ввод
|
||||||
if (_slideMechanic.IsSliding)
|
if (_dashMechanic.IsDashing || _slideMechanic.IsSliding)
|
||||||
{
|
{
|
||||||
_inputHandler.MoveInputVector = Vector3.zero;
|
_inputHandler.MoveInputVector = Vector3.zero;
|
||||||
_inputHandler.LookInputVector = Vector3.one;
|
_inputHandler.LookInputVector = Vector3.one;
|
||||||
_inputHandler.IsSprinting = false;
|
|
||||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -125,12 +124,12 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
inputs.SprintPressed = false;
|
inputs.DashPressed = false;
|
||||||
inputs.SlidePressed = false;
|
inputs.SlidePressed = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка слайда
|
_dashMechanic.RequestDash(inputs.DashPressed);
|
||||||
_slideMechanic.RequestSlide(inputs.SlidePressed);
|
_slideMechanic.RequestSlide(inputs.SlidePressed);
|
||||||
|
|
||||||
// Обработка остального ввода
|
// Обработка остального ввода
|
||||||
@@ -172,16 +171,21 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
|
|
||||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||||
{
|
{
|
||||||
|
if (_dashMechanic.IsDashing && _groundMovement.JumpRequested)
|
||||||
|
_dashMechanic.EndDash();
|
||||||
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||||
{
|
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
|
|
||||||
|
if (!_dashMechanic.IsDashing)
|
||||||
|
_dashMechanic.TryStartDash(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_dashMechanic.HandleDash(ref currentVelocity, deltaTime, motor);
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!_slideMechanic.IsSliding)
|
if (!_slideMechanic.IsSliding)
|
||||||
{
|
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
|
||||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
|
||||||
_inputHandler.LookInputVector);
|
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||||
@@ -212,7 +216,7 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
// Если персонаж не на земле — стандартное воздушное движение
|
// Если персонаж не на земле — стандартное воздушное движение
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
_airMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||||
_groundMovement.CancelJumpRequest();
|
_groundMovement.CancelJumpRequest();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -229,10 +233,10 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
|
|
||||||
public void PostGroundingUpdate(float deltaTime)
|
public void PostGroundingUpdate(float deltaTime)
|
||||||
{
|
{
|
||||||
|
if (_dashMechanic.IsDashing && !motor.GroundingStatus.IsStableOnGround)
|
||||||
|
_dashMechanic.EndDash();
|
||||||
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
||||||
{
|
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AfterCharacterUpdate(float deltaTime)
|
public void AfterCharacterUpdate(float deltaTime)
|
||||||
|
|||||||
+1
-18
@@ -11,40 +11,23 @@ namespace Code.Gameplay.Character.Controller.Input
|
|||||||
*/
|
*/
|
||||||
public class CharacterInputHandler
|
public class CharacterInputHandler
|
||||||
{
|
{
|
||||||
// Косинус порогового угла для спринта (предвычислен)
|
|
||||||
private readonly float _sprintAngleThresholdCos;
|
|
||||||
|
|
||||||
// Векторы движения и направления взгляда
|
// Векторы движения и направления взгляда
|
||||||
public Vector3 MoveInputVector { get; set; }
|
public Vector3 MoveInputVector { get; set; }
|
||||||
public Vector3 LookInputVector { 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)
|
// Вращение камеры в FirstPerson режиме для синхронизации (только горизонтальная компонента)
|
||||||
public Quaternion FirstPersonCameraRotation { get; set; }
|
public Quaternion FirstPersonCameraRotation { get; set; }
|
||||||
|
|
||||||
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
|
// Флаг-свойство указывающий, что нужно применить вращение камеры к персонажу
|
||||||
public bool ShouldApplyCameraRotation { get; private set; }
|
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
|
// Обработка и преобразование входных данных от персонажа
|
||||||
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
|
public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor)
|
||||||
{
|
{
|
||||||
// Сохраняем текущий режим камеры
|
// Сохраняем текущий режим камеры
|
||||||
var currentCameraMode = inputs.CameraMode;
|
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
|
// Нормализация вектора движения и ограничение его величины до 1
|
||||||
var moveInputVector =
|
var moveInputVector =
|
||||||
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
|
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
|
||||||
|
|||||||
+23
-11
@@ -1,26 +1,38 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Code.Gameplay.Character.Controller.Input;
|
||||||
|
using KinematicCharacterController;
|
||||||
|
|
||||||
namespace Code.Gameplay.Character.Controller.Movement
|
namespace Code.Gameplay.Character.Controller.Movement
|
||||||
{
|
{
|
||||||
/*
|
|
||||||
* Система движения персонажа в воздухе
|
|
||||||
*/
|
|
||||||
public class AirMovementSystem
|
public class AirMovementSystem
|
||||||
{
|
{
|
||||||
// Вектор, отвечающий за применение гравитации
|
|
||||||
private readonly Vector3 _gravity;
|
private readonly Vector3 _gravity;
|
||||||
|
private readonly float _maxAirSpeed;
|
||||||
// Конструктор системы движения в воздухе
|
private readonly float _airControlSharpness;
|
||||||
public AirMovementSystem(Vector3 gravity)
|
|
||||||
|
public AirMovementSystem(Vector3 gravity, float maxAirSpeed, float airControlSharpness)
|
||||||
{
|
{
|
||||||
_gravity = gravity;
|
_gravity = gravity;
|
||||||
|
_maxAirSpeed = maxAirSpeed;
|
||||||
|
_airControlSharpness = airControlSharpness;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обновление скорости движения персонажа в воздухе
|
public void UpdateVelocity(ref Vector3 currentVelocity, CharacterInputHandler inputHandler, KinematicCharacterMotor motor, float deltaTime)
|
||||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
|
||||||
{
|
{
|
||||||
// Применяем гравитацию
|
|
||||||
currentVelocity += _gravity * deltaTime;
|
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
|
// Максимальная скорость движения по устойчивой поверхности
|
||||||
private readonly float _maxStableMoveSpeed;
|
private readonly float _maxStableMoveSpeed;
|
||||||
// Максимальная скорость спринта
|
|
||||||
private readonly float _sprintMoveSpeed;
|
|
||||||
// Резкость изменения скорости движения (чем выше - тем резче)
|
// Резкость изменения скорости движения (чем выше - тем резче)
|
||||||
private readonly float _stableMovementSharpness;
|
private readonly float _stableMovementSharpness;
|
||||||
// Скорость прыжка
|
// Скорость прыжка
|
||||||
@@ -22,10 +20,9 @@ namespace Code.Gameplay.Character.Controller.Movement
|
|||||||
public bool JumpRequested { get; private set; }
|
public bool JumpRequested { get; private set; }
|
||||||
|
|
||||||
// Конструктор системы движения на земле
|
// 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;
|
_maxStableMoveSpeed = maxStableMoveSpeed;
|
||||||
_sprintMoveSpeed = sprintMoveSpeed;
|
|
||||||
_stableMovementSharpness = stableMovementSharpness;
|
_stableMovementSharpness = stableMovementSharpness;
|
||||||
_jumpSpeed = jumpSpeed;
|
_jumpSpeed = jumpSpeed;
|
||||||
}
|
}
|
||||||
@@ -66,8 +63,7 @@ namespace Code.Gameplay.Character.Controller.Movement
|
|||||||
inputHandler.MoveInputVector.magnitude;
|
inputHandler.MoveInputVector.magnitude;
|
||||||
|
|
||||||
// Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта
|
// Расчет целевой скорости движения с учетом ограничения максимальной скорости и спринта
|
||||||
var targetSpeed = inputHandler.IsSprinting ? _sprintMoveSpeed : _maxStableMoveSpeed;
|
var targetMovementVelocity = reorientedInput * _maxStableMoveSpeed;
|
||||||
var targetMovementVelocity = reorientedInput * targetSpeed;
|
|
||||||
|
|
||||||
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
|
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
|
||||||
currentVelocity = Vector3.Lerp(
|
currentVelocity = Vector3.Lerp(
|
||||||
|
|||||||
@@ -45,8 +45,8 @@ namespace Code.Gameplay.Character.Core
|
|||||||
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||||
inputs.SprintPressed = _inputService.SprintPressed; // Спринт (Shift)
|
|
||||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||||
|
inputs.DashPressed = _inputService.DashPressed; // Слайд (Ctrl)
|
||||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||||
|
|
||||||
// Передаем информацию о камере для адаптивного поведения
|
// 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 CameraMode CameraMode; // Текущий режим камеры для адаптации поведения
|
||||||
public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости
|
public Vector3 CameraPlanarDirection; // Направление камеры в горизонтальной плоскости
|
||||||
public bool JumpPressed; // Флаг указывающий, нажата ли кнопка прыжка
|
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
|
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.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||||
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||||
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||||
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift)
|
inputs.DashPressed = _inputService.DashPressed;
|
||||||
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||||
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||||
|
|
||||||
|
|||||||
@@ -52,7 +52,7 @@ namespace Code.Gameplay.Enemies
|
|||||||
|
|
||||||
audioService.PlayEnemy(EnemiesSounds.GrandpaAttack,agent.transform.position);
|
audioService.PlayEnemy(EnemiesSounds.GrandpaAttack,agent.transform.position);
|
||||||
|
|
||||||
if (Player.CustomCharacterController.IsSliding)
|
if (Player.CustomCharacterController.IsDashing || Player.CustomCharacterController.IsSliding)
|
||||||
ApplyStun();
|
ApplyStun();
|
||||||
else
|
else
|
||||||
DealDamage();
|
DealDamage();
|
||||||
|
|||||||
@@ -16,8 +16,8 @@ namespace Code.Input
|
|||||||
// Для управления движением персонажа
|
// Для управления движением персонажа
|
||||||
Vector2 MoveInput { get; }
|
Vector2 MoveInput { get; }
|
||||||
bool JumpPressed { get; }
|
bool JumpPressed { get; }
|
||||||
bool SprintPressed { get; }
|
|
||||||
bool SlidePressed { get; }
|
bool SlidePressed { get; }
|
||||||
|
bool DashPressed { get; }
|
||||||
|
|
||||||
// Для переключения режима камеры
|
// Для переключения режима камеры
|
||||||
bool ToggleCameraModePressed { get; }
|
bool ToggleCameraModePressed { get; }
|
||||||
|
|||||||
@@ -13,8 +13,8 @@ namespace Code.Input
|
|||||||
public float ZoomInput { get; private set; }
|
public float ZoomInput { get; private set; }
|
||||||
public Vector2 MoveInput { get; private set; }
|
public Vector2 MoveInput { get; private set; }
|
||||||
public bool JumpPressed { get; private set; }
|
public bool JumpPressed { get; private set; }
|
||||||
public bool SprintPressed { get; private set; }
|
|
||||||
public bool SlidePressed { get; private set; }
|
public bool SlidePressed { get; private set; }
|
||||||
|
public bool DashPressed { get; private set; }
|
||||||
public bool ToggleCameraModePressed { get; private set; }
|
public bool ToggleCameraModePressed { get; private set; }
|
||||||
|
|
||||||
public InputService(InputActionAsset inputActionAsset)
|
public InputService(InputActionAsset inputActionAsset)
|
||||||
@@ -69,14 +69,6 @@ namespace Code.Input
|
|||||||
jumpAction.canceled += OnJumpCanceled;
|
jumpAction.canceled += OnJumpCanceled;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка спринта (персонаж)
|
|
||||||
var sprintAction = gameplayMap.FindAction("Sprint");
|
|
||||||
if (sprintAction != null)
|
|
||||||
{
|
|
||||||
sprintAction.performed += OnSprintPerformed;
|
|
||||||
sprintAction.canceled += OnSprintCanceled;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Обработка слайда (персонаж)
|
// Обработка слайда (персонаж)
|
||||||
var slideAction = gameplayMap.FindAction("Slide");
|
var slideAction = gameplayMap.FindAction("Slide");
|
||||||
if (slideAction != null)
|
if (slideAction != null)
|
||||||
@@ -85,6 +77,14 @@ namespace Code.Input
|
|||||||
slideAction.canceled += OnSlideCanceled;
|
slideAction.canceled += OnSlideCanceled;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Обработка слайда (персонаж)
|
||||||
|
var dashAction = gameplayMap.FindAction("Dash");
|
||||||
|
if (dashAction != null)
|
||||||
|
{
|
||||||
|
dashAction.performed += OnDashPerformed;
|
||||||
|
dashAction.canceled += OnDashCanceled;
|
||||||
|
}
|
||||||
|
|
||||||
// Обработка переключения режима камеры
|
// Обработка переключения режима камеры
|
||||||
var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode");
|
var toggleCameraModeAction = gameplayMap.FindAction("ToggleCameraMode");
|
||||||
if (toggleCameraModeAction != null)
|
if (toggleCameraModeAction != null)
|
||||||
@@ -134,16 +134,6 @@ namespace Code.Input
|
|||||||
JumpPressed = false;
|
JumpPressed = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnSprintPerformed(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
SprintPressed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnSprintCanceled(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
SprintPressed = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnSlidePerformed(InputAction.CallbackContext context)
|
private void OnSlidePerformed(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
SlidePressed = true;
|
SlidePressed = true;
|
||||||
@@ -154,6 +144,16 @@ namespace Code.Input
|
|||||||
SlidePressed = false;
|
SlidePressed = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDashPerformed(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
DashPressed = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDashCanceled(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
DashPressed = false;
|
||||||
|
}
|
||||||
|
|
||||||
private void OnToggleCameraModePerformed(InputAction.CallbackContext context)
|
private void OnToggleCameraModePerformed(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
ToggleCameraModePressed = true;
|
ToggleCameraModePressed = true;
|
||||||
@@ -189,12 +189,12 @@ namespace Code.Input
|
|||||||
gameplayMap.FindAction("Jump").performed -= OnJumpPerformed;
|
gameplayMap.FindAction("Jump").performed -= OnJumpPerformed;
|
||||||
gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled;
|
gameplayMap.FindAction("Jump").canceled -= OnJumpCanceled;
|
||||||
|
|
||||||
gameplayMap.FindAction("Sprint").performed -= OnSprintPerformed;
|
|
||||||
gameplayMap.FindAction("Sprint").canceled -= OnSprintCanceled;
|
|
||||||
|
|
||||||
gameplayMap.FindAction("Slide").performed -= OnSlidePerformed;
|
gameplayMap.FindAction("Slide").performed -= OnSlidePerformed;
|
||||||
gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled;
|
gameplayMap.FindAction("Slide").canceled -= OnSlideCanceled;
|
||||||
|
|
||||||
|
gameplayMap.FindAction("Dash").performed -= OnDashPerformed;
|
||||||
|
gameplayMap.FindAction("Dash").canceled -= OnDashCanceled;
|
||||||
|
|
||||||
gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed;
|
gameplayMap.FindAction("ToggleCameraMode").performed -= OnToggleCameraModePerformed;
|
||||||
gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled;
|
gameplayMap.FindAction("ToggleCameraMode").canceled -= OnToggleCameraModeCanceled;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -12,19 +12,51 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: 10cfaf8e57f64eddb8c2eda147e4739a, type: 3}
|
m_Script: {fileID: 11500000, guid: 10cfaf8e57f64eddb8c2eda147e4739a, type: 3}
|
||||||
m_Name: CharacterConfig
|
m_Name: CharacterConfig
|
||||||
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CharacterConfig
|
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CharacterConfig
|
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maxStableMoveSpeed: 8
|
maxStableMoveSpeed: 12
|
||||||
stableMovementSharpness: 15
|
stableMovementSharpness: 15
|
||||||
orientationSharpness: 10
|
orientationSharpness: 10
|
||||||
jumpSpeed: 10
|
jumpSpeed: 10
|
||||||
sprintMoveSpeed: 12
|
dashSpeed: 20
|
||||||
sprintAngleThreshold: 90
|
dashDuration: 0.35
|
||||||
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|
dashCooldown: 1.2
|
||||||
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|
slideVelocityCurve:
|
||||||
|
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|
||||||
|
m_Curve:
|
||||||
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time: 0.3
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value: 1.4
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|
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|
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|
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time: 1
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|
value: 0.2
|
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|
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|
||||||
|
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|
||||||
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|
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weightedMode: 0
|
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inWeight: 0
|
||||||
|
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|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
slideMinVelocityThreshold: 3
|
||||||
slideCooldown: 1.5
|
slideCooldown: 1.5
|
||||||
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|
leanAngle: 25
|
||||||
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|
leanThreshold: 0.3
|
||||||
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|
leanSmoothSpeed: 10
|
||||||
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|
|
||||||
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|
|
||||||
wallLeanHeightScale: 0.1
|
|
||||||
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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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<<<<<<<< HEAD:Game/CourierOld/Assets/Resources/Models/Levels/Level1_1.fbx.meta
|
||||||
|
guid: 502e1b73e61bd4e44aa368c5f98f4217
|
||||||
|
========
|
||||||
guid: 832c2ca81687522d1be9fd0ff1582b82
|
guid: 832c2ca81687522d1be9fd0ff1582b82
|
||||||
|
>>>>>>>> a5ce6e31653c95b7788f4a9d3967d0c270de8b30:Game/CourierOld/Assets/Resources/Models/Enemies/Grandpa/New/ded_idle_last.fbx.meta
|
||||||
ModelImporter:
|
ModelImporter:
|
||||||
serializedVersion: 24200
|
serializedVersion: 24200
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@@ -41,8 +45,8 @@ ModelImporter:
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|||||||
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||||||
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|
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||||||
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|
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Binary file not shown.
Binary file not shown.
+10
-6
@@ -1,5 +1,9 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 0ae7114330d4be349bb578ed0c2be840
|
<<<<<<<< HEAD:Game/CourierOld/Assets/Resources/Models/Levels/Level1_1.fbx.meta
|
||||||
|
guid: 502e1b73e61bd4e44aa368c5f98f4217
|
||||||
|
========
|
||||||
|
guid: 832c2ca81687522d1be9fd0ff1582b82
|
||||||
|
>>>>>>>> a5ce6e31653c95b7788f4a9d3967d0c270de8b30:Game/CourierOld/Assets/Resources/Models/Enemies/Grandpa/New/ded_idle_last.fbx.meta
|
||||||
ModelImporter:
|
ModelImporter:
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serializedVersion: 24200
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serializedVersion: 24200
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@@ -41,8 +45,8 @@ ModelImporter:
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|||||||
importPhysicalCameras: 1
|
importPhysicalCameras: 1
|
||||||
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importVisibility: 1
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@@ -98,9 +102,9 @@ ModelImporter:
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Binary file not shown.
+5
-5
@@ -1,5 +1,5 @@
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ModelImporter:
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serializedVersion: 24200
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|
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Reference in new issue
Block a user