Files
Hasebe/Assets/Code/OfficeGame/Player/PlayerMovementController.cs
T
2026-09-24 20:49:06 +03:00

186 lines
6.6 KiB
C#

using System.Collections.Generic;
using Alchemy.Inspector;
using KinematicCharacterController;
using LitMotion;
using UnityEngine;
namespace Code.Game.Gameplay.Player
{
public enum OrientationMethod
{
TowardsCamera,
TowardsMovement,
}
public struct PlayerCharacterInputs
{
public float MoveAxisForward;
public float MoveAxisRight;
}
public class PlayerMovementController : MonoBehaviour, ICharacterController
{
public KinematicCharacterMotor Motor;
[TabGroup("Stable Movement")] public float MaxStableMoveSpeed = 10f;
[TabGroup("Stable Movement")] public float StableMovementSharpness = 15f;
[TabGroup("Stable Movement")] public float OrientationSharpness = 10f;
[TabGroup("Stable Movement")] public OrientationMethod OrientationMethod = OrientationMethod.TowardsMovement;
[SerializeField] public float BonusOrientationSharpness;
[TabGroup("Misc")] public List<Collider> IgnoredColliders = new List<Collider>();
public Vector3 CurrentVelocity => Motor.Velocity;
public Quaternion CurrentRotation => Motor.TransientRotation;
private Collider[] _probedColliders = new Collider[8];
private RaycastHit[] _probedHits = new RaycastHit[8];
private Vector3 _moveInputVector;
private Vector3 _lookInputVector;
private Vector3 _internalVelocityAdd = Vector3.zero;
private Vector3 lastInnerNormal = Vector3.zero;
private Vector3 lastOuterNormal = Vector3.zero;
private void Awake()
{
// Assign the characterController to the motor
Motor.CharacterController = this;
}
/// <summary>
/// This is called every frame by ExamplePlayer in order to tell the character what its inputs are
/// </summary>
public void SetInputs(ref PlayerCharacterInputs inputs)
{
// Clamp input
Vector3 moveInputVector =
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f);
// Move and look inputs
_moveInputVector = moveInputVector;
_lookInputVector = _moveInputVector.normalized;
}
private Quaternion _tmpTransientRot;
private MotionHandle _crouchTransition;
/// <summary>
/// (Called by KinematicCharacterMotor during its update cycle)
/// This is called before the character begins its movement update
/// </summary>
public void BeforeCharacterUpdate(float deltaTime)
{
}
/// <summary>
/// (Called by KinematicCharacterMotor during its update cycle)
/// This is where you tell your character what its rotation should be right now.
/// This is the ONLY place where you should set the character's rotation
/// </summary>
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
{
if (_lookInputVector.sqrMagnitude > 0f && OrientationSharpness > 0f)
{
// Smoothly interpolate from current to target look direction
Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector,
1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized;
// Set the current rotation (which will be used by the KinematicCharacterMotor)
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp);
}
}
/// <summary>
/// (Called by KinematicCharacterMotor during its update cycle)
/// This is where you tell your character what its velocity should be right now.
/// This is the ONLY place where you can set the character's velocity
/// </summary>
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
{
// Ground movement
if (Motor.GroundingStatus.IsStableOnGround)
{
float currentVelocityMagnitude = currentVelocity.magnitude;
Vector3 effectiveGroundNormal = Motor.GroundingStatus.GroundNormal;
// Reorient velocity on slope
currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) *
currentVelocityMagnitude;
// Calculate target velocity
Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp);
Vector3 reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized *
_moveInputVector.magnitude;
Vector3 targetMovementVelocity = reorientedInput * MaxStableMoveSpeed;
// Smooth movement Velocity
currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity,
1f - Mathf.Exp(-StableMovementSharpness * deltaTime));
}
// Take into account additive velocity
if (_internalVelocityAdd.sqrMagnitude > 0f)
{
currentVelocity += _internalVelocityAdd;
_internalVelocityAdd = Vector3.zero;
}
}
/// <summary>
/// (Called by KinematicCharacterMotor during its update cycle)
/// This is called after the character has finished its movement update
/// </summary>
public void AfterCharacterUpdate(float deltaTime)
{
}
public void PostGroundingUpdate(float deltaTime)
{
}
public bool IsColliderValidForCollisions(Collider coll)
{
if (IgnoredColliders.Count == 0)
{
return true;
}
if (IgnoredColliders.Contains(coll))
{
return false;
}
return true;
}
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport)
{
}
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport)
{
}
public void AddVelocity(Vector3 velocity)
{
_internalVelocityAdd += velocity;
}
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
{
}
public void OnDiscreteCollisionDetected(Collider hitCollider)
{
}
}
}