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3 changed files with 150 additions and 5 deletions

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@@ -23,7 +23,11 @@ namespace Code.Configs
);
public float
slideMinVelocityThreshold = 3f,
slideCooldown = 1.5f;
slideCooldown = 1.5f,
slideColliderHeightScale = 0.5f,
slideCameraOffsetY = -0.5f,
slideEnterDuration = 0.2f,
slideExitDuration = 0.25f;
public float
leanAngle = 25f,
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Controller
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
*
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
*/
public class CustomCharacterController : MonoBehaviour, ICharacterController
{
@@ -25,6 +25,20 @@ namespace Code.Gameplay.Character.Controller
[SerializeField] private Transform characterTransform; // Трансформ персонажа (с точкой отслеживания камеры)
[SerializeField] private CapsuleCollider _capsuleCollider;
[SerializeField] private Transform _cameraFollowPoint;
private Vector3 _originalColliderCenter;
private float _originalColliderHeight;
private Vector3 _originalFollowPointLocalPosition;
private bool _isEnteringSlide;
private bool _isExitingSlide;
private float _slideTransitionTime;
private float _slideTransitionDuration;
private float _currentColliderHeight;
private Vector3 _currentColliderCenter;
private Vector3 _currentFollowPointLocalPosition;
private bool _wasSlidingLastFrame;
// Подсистемы
private CharacterInputHandler _inputHandler;
private DashMechanic _dashMechanic;
@@ -92,6 +106,14 @@ namespace Code.Gameplay.Character.Controller
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
_wallLeanMechanic.SetModel(characterTransform);
_wallRunningMechanic.Initialize(motor);
_originalColliderCenter = _capsuleCollider.center;
_originalColliderHeight = _capsuleCollider.height;
_originalFollowPointLocalPosition = _cameraFollowPoint.localPosition;
_currentColliderHeight = _originalColliderHeight;
_currentColliderCenter = _originalColliderCenter;
_currentFollowPointLocalPosition = _originalFollowPointLocalPosition;
}
// Текущий режим камеры для адаптации поведения
@@ -184,14 +206,32 @@ namespace Code.Gameplay.Character.Controller
return;
}
if (!_slideMechanic.IsSliding)
var wasSliding = _wasSlidingLastFrame;
var isSlidingNow = _slideMechanic.IsSliding;
if (!isSlidingNow)
{
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation, _inputHandler.LookInputVector);
else
isSlidingNow = _slideMechanic.IsSliding;
}
switch (isSlidingNow)
{
case true when !wasSliding:
EnterSlideState();
break;
case false when wasSliding:
ExitSlideState();
break;
}
if (isSlidingNow)
{
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
return;
}
_wasSlidingLastFrame = isSlidingNow;
// === WALL RUNNING: обработка состояния ===
if (_wallRunningMechanic.IsWallRunning)
{
@@ -226,6 +266,103 @@ namespace Code.Gameplay.Character.Controller
isAbilitiesBlocked = true;
abilityBlockTimer = duration;
}
private void EnterSlideState()
{
_isEnteringSlide = true;
_isExitingSlide = false;
_slideTransitionTime = 0f;
_slideTransitionDuration = _characterConfig.slideEnterDuration;
}
private void ExitSlideState()
{
_isExitingSlide = true;
_isEnteringSlide = false;
_slideTransitionTime = 0f;
_slideTransitionDuration = _characterConfig.slideExitDuration;
}
private void UpdateSlideTransition(float deltaTime)
{
if (!_isEnteringSlide && !_isExitingSlide) return;
_slideTransitionTime += deltaTime;
var t = Mathf.Clamp01(_slideTransitionTime / _slideTransitionDuration);
t = Mathf.SmoothStep(0f, 1f, t);
if (_isEnteringSlide)
{
var targetHeight = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
var targetCenterY = targetHeight * 0.5f - _originalColliderHeight * 0.5f;
var targetCenter = _originalColliderCenter + Vector3.up * targetCenterY;
var targetFollowPos = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
_currentColliderHeight = Mathf.Lerp(_originalColliderHeight, targetHeight, t);
_currentColliderCenter = Vector3.Lerp(_originalColliderCenter, targetCenter, t);
_currentFollowPointLocalPosition = Vector3.Lerp(_originalFollowPointLocalPosition, targetFollowPos, t);
}
else if (_isExitingSlide)
{
_currentColliderHeight = Mathf.Lerp(_originalColliderHeight * _characterConfig.slideColliderHeightScale, _originalColliderHeight, t);
var prevHeight = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
var prevCenterY = prevHeight * 0.5f - _originalColliderHeight * 0.5f;
var prevCenter = _originalColliderCenter + Vector3.up * prevCenterY;
var prevFollowPos = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
_currentColliderCenter = Vector3.Lerp(prevCenter, _originalColliderCenter, t);
_currentFollowPointLocalPosition = Vector3.Lerp(prevFollowPos, _originalFollowPointLocalPosition, t);
}
if (_capsuleCollider)
{
_capsuleCollider.height = _currentColliderHeight;
_capsuleCollider.center = _currentColliderCenter;
}
if (_cameraFollowPoint)
{
_cameraFollowPoint.localPosition = _currentFollowPointLocalPosition;
}
if (!(t >= 1f)) return;
if (_isEnteringSlide)
{
_isEnteringSlide = false;
if (_capsuleCollider)
{
_capsuleCollider.height = _originalColliderHeight * _characterConfig.slideColliderHeightScale;
var h = _capsuleCollider.height;
_capsuleCollider.center = _originalColliderCenter + Vector3.up * (h * 0.5f - _originalColliderHeight * 0.5f);
}
if (_cameraFollowPoint)
{
_cameraFollowPoint.localPosition = _originalFollowPointLocalPosition + Vector3.up * _characterConfig.slideCameraOffsetY;
}
}
else if (_isExitingSlide)
{
_isExitingSlide = false;
if (_capsuleCollider)
{
_capsuleCollider.height = _originalColliderHeight;
_capsuleCollider.center = _originalColliderCenter;
}
if (_cameraFollowPoint)
{
_cameraFollowPoint.localPosition = _originalFollowPointLocalPosition;
}
}
_currentColliderHeight = _capsuleCollider ? _capsuleCollider.height : _originalColliderHeight;
_currentColliderCenter = _capsuleCollider ? _capsuleCollider.center : _originalColliderCenter;
_currentFollowPointLocalPosition = _cameraFollowPoint ? _cameraFollowPoint.localPosition : _originalFollowPointLocalPosition;
}
public void BeforeCharacterUpdate(float deltaTime)
{
@@ -241,6 +378,8 @@ namespace Code.Gameplay.Character.Controller
public void AfterCharacterUpdate(float deltaTime)
{
UpdateSlideTransition(deltaTime);
_wallLeanMechanic.Update(
_wallRunningMechanic.IsWallRunning,
_wallRunningMechanic.GetWallNormal(),
@@ -173,6 +173,8 @@ MonoBehaviour:
m_EditorClassIdentifier: Assembly-CSharp::Code.Gameplay.Player.CharacterController
motor: {fileID: 8476708390679839925}
characterTransform: {fileID: 4122797476271397740}
_capsuleCollider: {fileID: 8541228187116599584}
_cameraFollowPoint: {fileID: 1047840484662430186}
--- !u!114 &3283650228831796584
MonoBehaviour:
m_ObjectHideFlags: 0