Advanced POC - portals, dialogue system + floating words, room loading
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Unheimlich.Gameplay.Portals;
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using InputManager = Unheimlich.Managers.PlayerInputManager;
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namespace Unheimlich.Gameplay.Player
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{
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/// <summary>
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/// Handles first-person camera rotation and look mechanics for the player.
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/// Supports both mouse and gamepad input with adaptive sensitivity.
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/// Includes aim assist for dialogue choices and camera shake effects.
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/// </summary>
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public class PlayerLook : MonoBehaviour
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{
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private const float INPUT_DEADZONE = 0.1f;
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private const float MOUSE_DELTA_MULTIPLIER = 0.001f;
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public static PlayerLook Instance { get; private set; }
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[Header("Components")]
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[SerializeField] private Transform _playerCamera, _playerCameraPivot;
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[Header("Settings")]
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[SerializeField] private int _frameRate = 120;
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[SerializeField] private float _mouseSensitivity = 0.2f;
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[SerializeField] private float _gamepadSensitivity = 100f;
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[SerializeField] private float _minLookAngle = -60f;
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[SerializeField] private float _maxLookAngle = 60f;
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[Header("Aim Assist")]
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[SerializeField] private float _aimAssistStrength = 25f;
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[SerializeField] private float _aimAssistMaxAngle = 10f;
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public bool HasActiveLookInput { get; private set; }
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public bool IsAimLocked { get; private set; } = false;
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[Header("Shake Control")]
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[SerializeField] private float _shakeFrequency = 40f;
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private float _shakeInterval;
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private float _shakeTimer = 0f;
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private float _horizontalRotation;
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private float _verticalRotation;
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private bool _isUsingGamepad = false;
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(this);
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return;
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}
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Instance = this;
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QualitySettings.vSyncCount = 0;
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Application.targetFrameRate = _frameRate;
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}
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private void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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_shakeInterval = 1f / _shakeFrequency;
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}
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private void Update()
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{
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if(!InputManager.IsLookingEnabled)
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return;
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HandleLook();
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}
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/// <summary>
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/// Processes look input from mouse or gamepad and updates camera rotation.
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/// Automatically detects input device and applies appropriate sensitivity.
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/// Clamps vertical rotation to prevent over-rotation.
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/// </summary>
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private void HandleLook()
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{
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Vector2 lookInput = InputManager.Instance.LookInput;
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HasActiveLookInput = lookInput.magnitude > INPUT_DEADZONE;
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if (Gamepad.current != null && Gamepad.current.rightStick.ReadValue().magnitude > PortalConstants.GAMEPAD_DEADZONE)
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_isUsingGamepad = true;
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else if (Mouse.current != null && Mouse.current.delta.ReadValue().magnitude > PortalConstants.GAMEPAD_DEADZONE)
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_isUsingGamepad = false;
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float sensitivity = _isUsingGamepad ? _gamepadSensitivity : _mouseSensitivity;
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float deltaMultiplier = _isUsingGamepad ? Time.deltaTime : MOUSE_DELTA_MULTIPLIER;
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_horizontalRotation += lookInput.x * sensitivity * deltaMultiplier;
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transform.rotation = Quaternion.Euler(0, _horizontalRotation, 0f);
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_verticalRotation -= lookInput.y * sensitivity * deltaMultiplier;
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_verticalRotation = Mathf.Clamp(_verticalRotation, _minLookAngle, _maxLookAngle);
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_playerCamera.localRotation = Quaternion.Euler(_verticalRotation, 0f, 0f);
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}
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/// <summary>
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/// Smoothly rotates the player camera toward a target using spherical interpolation.
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/// Assists player aiming by gently pulling the view toward dialogue choices when looking near them.
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/// Automatically unlocks if player provides manual input.
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/// </summary>
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public void ApplyAimAssist(Vector3 targetCenter)
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{
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if (IsAimLocked && HasActiveLookInput)
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IsAimLocked = false;
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Vector3 directionToTarget = (targetCenter - _playerCamera.position).normalized;
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float angleError = Vector3.Angle(_playerCamera.forward, directionToTarget);
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if (IsAimLocked || (angleError > 0.01f && angleError < _aimAssistMaxAngle))
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{
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Quaternion targetRotation = Quaternion.LookRotation(directionToTarget);
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Quaternion correctedRotation = Quaternion.Slerp(
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_playerCamera.rotation,
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targetRotation,
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_aimAssistStrength * Time.deltaTime
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);
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Quaternion newBodyRotation = Quaternion.Euler(0, correctedRotation.eulerAngles.y, 0);
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_horizontalRotation = newBodyRotation.eulerAngles.y;
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transform.rotation = newBodyRotation;
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float newVerticalAngle = correctedRotation.eulerAngles.x;
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if (newVerticalAngle > 180) newVerticalAngle -= 360;
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_verticalRotation = Mathf.Clamp(newVerticalAngle, _minLookAngle, _maxLookAngle);
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_playerCamera.localRotation = Quaternion.Euler(_verticalRotation, 0f, 0f);
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}
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}
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/// <summary>
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/// Creates a random camera shake effect for feedback (e.g., impacts, events).
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/// Uses a timer-based interval to control shake frequency.
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/// Amplitude controls both the intensity and duration of the shake.
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/// </summary>
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public void Shake(float amplitude)
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{
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_shakeTimer -= Time.deltaTime;
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if (_shakeTimer <= 0f)
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{
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_shakeTimer = _shakeInterval * amplitude;
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float x = Random.Range(-1f, 1f) * amplitude;
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float y = Random.Range(-1f, 1f) * amplitude;
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Vector3 originalPos = _playerCameraPivot.position;
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_playerCameraPivot.position = originalPos + new Vector3(x, y, 0f);
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}
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}
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public void LockAim(bool locked)
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{
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IsAimLocked = locked;
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}
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}
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}
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