Smooth 3C & simplify hallucination trigger
This commit is contained in:
@@ -6,125 +6,194 @@ namespace Unheimlich.Features.Player
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{
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/// <summary>
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/// Simulates camera head bobbing motion during player movement and idle states.
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/// Smoothly transitions between idle, walk and run bob parameters.
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/// Adds a subtle Z-axis roll to the bob and a strafe tilt applied in LateUpdate.
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/// </summary>
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public class CameraHeadBob : MonoBehaviour
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{
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private float _timer = 0f;
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private Vector3 _startLocalPos;
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private HeadBobMode _overrideMode = HeadBobMode.Normal;
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private bool _hasOverride = false;
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private Coroutine _resetCoroutine;
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void Start()
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{
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_startLocalPos = transform.localPosition;
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}
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private float _timer = 0f;
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private Vector3 _startLocalPos;
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void Update()
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{
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if (PlayerController.Instance == null || PlayerController.Instance.CharController == null)
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return;
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// Smoothly interpolated bob parameters to avoid brutal state switches.
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private float _currentBobSpeed = 0f;
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private float _currentBobAmplitude = 0f;
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var settings = PlayerController.Instance.CameraEffects?.Settings;
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if (settings == null) return;
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// Strafe tilt (Z roll applied in LateUpdate, after OctoPlayer sets camera pitch).
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private float _currentTilt = 0f;
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HeadBobMode currentMode = _hasOverride ? _overrideMode : HeadBobMode.Normal;
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if (currentMode == HeadBobMode.Disabled)
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private HeadBobMode _overrideMode = HeadBobMode.Normal;
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private bool _hasOverride = false;
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private Coroutine _resetCoroutine;
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private void Start()
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{
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ResetPosition(settings.resetSpeed);
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return;
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_startLocalPos = transform.localPosition;
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}
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if (currentMode == HeadBobMode.Idle || (PlayerInspectionHandler.Instance != null && PlayerInspectionHandler.Instance.IsInspecting))
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{
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ApplyBob(settings.idleBobSpeed, settings.idleBobAmplitude);
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return;
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}
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bool isMoving = PlayerController.Instance.IsMoving;
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bool isRunning = PlayerController.Instance.IsRunning;
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bool isGrounded = PlayerController.Instance.CharController.isGrounded;
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if (isGrounded)
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private void Update()
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{
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if (isMoving)
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if (PlayerController.Instance == null || PlayerController.Instance.CharController == null)
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return;
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var settings = PlayerController.Instance.CameraEffects?.Settings;
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if (settings == null) return;
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HeadBobMode currentMode = _hasOverride ? _overrideMode : HeadBobMode.Normal;
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if (currentMode == HeadBobMode.Disabled)
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{
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if (isRunning)
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ApplyBob(settings.runBobSpeed, settings.runBobAmplitude);
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else
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ApplyBob(settings.walkBobSpeed, settings.walkBobAmplitude);
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SetBobDirect(settings.idleBobSpeed, 0f);
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ApplySmoothedBob(settings.bobRollAmplitude);
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return;
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}
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else
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ApplyBob(settings.idleBobSpeed, settings.idleBobAmplitude);
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bool forceIdle = currentMode == HeadBobMode.Idle
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|| (PlayerInspectionHandler.Instance != null && PlayerInspectionHandler.Instance.IsInspecting);
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if (forceIdle)
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{
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SetBobDirect(settings.idleBobSpeed, settings.idleBobAmplitude);
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ApplySmoothedBob(settings.bobRollAmplitude);
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return;
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}
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bool isGrounded = PlayerController.Instance.CharController.isGrounded;
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if (!isGrounded)
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{
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SetBobDirect(settings.idleBobSpeed, 0f);
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ApplySmoothedBob(settings.bobRollAmplitude);
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return;
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}
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// Drive bob parameters directly from the actual physics velocity.
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// This is naturally in sync with OctoPlayer's inertia — no extra lerp needed.
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float horizontalSpeed = new Vector3(
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PlayerController.Instance.CharController.velocity.x,
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0f,
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PlayerController.Instance.CharController.velocity.z).magnitude;
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bool isRunning = PlayerController.Instance.IsRunning;
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// Normalise: 0 = stopped, 1 = full walk/run speed (m/s converted from km/h ÷ 3.6).
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const float WalkSpeedMs = 10f / 3.6f;
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const float RunSpeedMs = 20f / 3.6f;
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float maxSpeed = isRunning ? RunSpeedMs : WalkSpeedMs;
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float t = Mathf.Clamp01(horizontalSpeed / maxSpeed);
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float targetSpeed = Mathf.Lerp(settings.idleBobSpeed, isRunning ? settings.runBobSpeed : settings.walkBobSpeed, t);
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float targetAmplitude = Mathf.Lerp(settings.idleBobAmplitude, isRunning ? settings.runBobAmplitude : settings.walkBobAmplitude, t);
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SetBobDirect(targetSpeed, targetAmplitude);
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ApplySmoothedBob(settings.bobRollAmplitude);
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}
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else
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ResetPosition(settings.resetSpeed);
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}
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public void SetMode(HeadBobMode mode)
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{
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_overrideMode = mode;
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_hasOverride = true;
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}
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public void ClearOverride()
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{
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_hasOverride = false;
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if (_resetCoroutine != null)
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/// <summary>
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/// Applies strafe tilt in LateUpdate so it composites correctly over OctoPlayer's pitch rotation.
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/// </summary>
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private void LateUpdate()
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{
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StopCoroutine(_resetCoroutine);
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if (PlayerController.Instance == null || PlayerController.Instance.CharController == null)
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return;
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var settings = PlayerController.Instance.CameraEffects?.Settings;
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if (settings == null) return;
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// Strafe direction in local space using actual character velocity.
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Vector3 velocity = PlayerController.Instance.CharController.velocity;
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float strafeAmount = Vector3.Dot(velocity, PlayerController.Instance.transform.right);
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// Normalise by run speed (km/h → m/s: / 3.6) to get a -1..1 factor.
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float runSpeedMs = PlayerController.Instance.Movement != null ? 20f / 3.6f : 5.5f;
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float strafeFactor = Mathf.Clamp(strafeAmount / runSpeedMs, -1f, 1f);
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float targetTilt = -strafeFactor * settings.strafeTiltAngle;
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_currentTilt = Mathf.Lerp(_currentTilt, targetTilt, Time.deltaTime * settings.strafeTiltSpeed);
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// Compose with the existing local rotation (OctoPlayer already wrote pitch into it).
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Quaternion baseRot = transform.localRotation;
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transform.localRotation = baseRot * Quaternion.Euler(0f, 0f, _currentTilt);
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}
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// ── Public API ────────────────────────────────────────────────────────────
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/// <summary>Overrides the head bob mode (Idle, Normal, Disabled).</summary>
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public void SetMode(HeadBobMode mode)
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{
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_overrideMode = mode;
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_hasOverride = true;
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}
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/// <summary>Clears any active mode override and returns to Normal.</summary>
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public void ClearOverride()
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{
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_hasOverride = false;
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if (_resetCoroutine != null)
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{
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StopCoroutine(_resetCoroutine);
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_resetCoroutine = null;
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}
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}
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/// <summary>Lerps the camera local position back to origin over <paramref name="duration"/> seconds.</summary>
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public void LerpToZero(float duration)
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{
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if (_resetCoroutine != null)
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StopCoroutine(_resetCoroutine);
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_resetCoroutine = StartCoroutine(LerpToZeroCoroutine(duration));
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}
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// ── Private helpers ───────────────────────────────────────────────────────
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/// <summary>Sets bob speed and amplitude directly without lerp — velocity already carries the inertia.</summary>
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private void SetBobDirect(float speed, float amplitude)
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{
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_currentBobSpeed = speed;
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_currentBobAmplitude = amplitude;
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}
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/// <summary>
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/// Advances the bob timer and writes the resulting local position offset.
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/// Includes a subtle Z roll (Lissajous third axis) for organic feel.
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/// </summary>
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private void ApplySmoothedBob(float rollAmplitude)
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{
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_timer += Time.deltaTime * _currentBobSpeed;
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float x = Mathf.Sin(_timer * 0.5f) * _currentBobAmplitude * 0.6f;
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float y = Mathf.Cos(_timer) * _currentBobAmplitude;
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// Micro Z roll: half frequency of Y so it drifts independently.
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float roll = Mathf.Sin(_timer * 0.5f + Mathf.PI * 0.25f) * rollAmplitude * (_currentBobAmplitude / Mathf.Max(0.001f, 0.03f));
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Vector3 newPos = _startLocalPos;
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newPos.x += x;
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newPos.y += y;
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transform.localPosition = newPos;
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// Store roll so LateUpdate can composite it with the strafe tilt.
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// We write only the bob-driven roll here; LateUpdate adds strafe tilt on top.
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Quaternion bobRot = Quaternion.Euler(0f, 0f, roll);
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transform.localRotation = bobRot;
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}
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private System.Collections.IEnumerator LerpToZeroCoroutine(float duration)
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{
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Vector3 startPos = transform.localPosition;
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float elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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transform.localPosition = Vector3.Lerp(startPos, _startLocalPos, t);
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yield return null;
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}
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transform.localPosition = _startLocalPos;
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_resetCoroutine = null;
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}
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}
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public void LerpToZero(float duration)
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{
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if (_resetCoroutine != null)
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StopCoroutine(_resetCoroutine);
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_resetCoroutine = StartCoroutine(LerpToZeroCoroutine(duration));
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}
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private System.Collections.IEnumerator LerpToZeroCoroutine(float duration)
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{
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Vector3 startPos = transform.localPosition;
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float elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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transform.localPosition = Vector3.Lerp(startPos, Vector3.zero, t);
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yield return null;
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}
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transform.localPosition = Vector3.zero;
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_resetCoroutine = null;
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}
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private void ApplyBob(float speed, float amplitude)
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{
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_timer += Time.deltaTime * speed;
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float x = Mathf.Sin(_timer * 0.5f) * amplitude;
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float y = Mathf.Cos(_timer) * amplitude;
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Vector3 newPos = _startLocalPos;
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newPos.x += x;
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newPos.y += y;
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transform.localPosition = newPos;
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}
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private void ResetPosition(float resetSpeed)
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{
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transform.localPosition = Vector3.Lerp(transform.localPosition, _startLocalPos, Time.deltaTime * resetSpeed);
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if (Vector3.Distance(transform.localPosition, _startLocalPos) < 0.001f)
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_timer = 0f;
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}
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}
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}
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