# Conflicts:
#	Assets/TextMesh Pro/Fonts/TMP_Assets/CourierPrime-Regular SDF.asset
#	Assets/TextMesh Pro/Fonts/TMP_Assets/CutiveMono-Regular SDF.asset
#	Assets/TextMesh Pro/Fonts/TMP_Assets/Inconsolata-VariableFont_wdth,wght SDF.asset
#	Assets/TextMesh Pro/Fonts/TMP_Assets/OxygenMono-Regular SDF.asset
#	Assets/TextMesh Pro/Fonts/TMP_Assets/ShareTechMono-Regular SDF.asset
#	Assets/TextMesh Pro/Fonts/TMP_Assets/SpecialElite-Regular SDF.asset
#	Assets/_Content/Prefabs/OctoPlayerFP.prefab
#	Packages/OctoCore/Runtime/Scripts/Components/OctoPlayer.cs
This commit is contained in:
Ferlat Thibaud
2026-06-03 13:52:36 +02:00
64 changed files with 6855 additions and 4698 deletions
@@ -22,3 +22,8 @@ MonoBehaviour:
runBobSpeed: 18
runBobAmplitude: 0.03
resetSpeed: 5
bobRollAmplitude: 0.4
strafeTiltAngle: 2.5
strafeTiltSpeed: 6
fovKickAmount: 0
fovKickSpeed: 0
File diff suppressed because one or more lines are too long
@@ -117,7 +117,7 @@ Material:
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- _Progression: 0
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@@ -28,10 +28,11 @@ void Sand_float
// Arks
float arkMask = abs(frac(PositionWS.z * .5) * 2 - 1);
/*float arkMask = abs(frac(PositionWS.z * .5) * 2 - 1);
arkMask = pow(smoothstep(.7, 0, arkMask), 2);
arkMask += smoothstep(2.8, 3.2, abs(PositionWS.x));
arkMask = saturate(arkMask);
arkMask = saturate(arkMask);*/
float arkMask = 0;
// Sand
@@ -39,12 +40,14 @@ void Sand_float
float sandDirection = cos(t * sandLayers * 3.14);
float sandDensity = smoothstep(1.5, 0, abs(PositionWS.x));
sandDensity = saturate(sandDensity + arkMask);
//float sandDensity = smoothstep(1.5, 0, abs(PositionWS.x));
//sandDensity = saturate(sandDensity + arkMask);
float sandPatern = RidgedNoise3D(PositionWS + float3(sandDirection, 0, 0), .6, 1, 2, .5) * .8;
sandPatern += 1 - RidgedNoise3D(PositionWS + float3(0, 0, t * sandLayers * 2), .8, 2, 2, .5) * .2;
float sandDensity = sqrt(smoothstep(0, 2, abs(PositionWS.x) + sandPatern));
float sandGradientSign = (floor(t * sandLayers) % 2 == 0) ? 1 : -1;
float sandGradient = smoothstep(2 * -sandGradientSign, 2 * sandGradientSign, PositionWS.x);
float sandPhase = frac(t * sandLayers);
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(
float4 ColorA,
float4 ColorB,
float DepthAtten,
float3 PositionWS,
float3 PositionOS,
float3 PivotWS,
@@ -28,7 +29,7 @@ void Fog_float
//float test = RidgedNoise3D(PositionWS, 10, 2, 2, .5);
float3 camPos = _WorldSpaceCameraPos.xyz;
float depth = distance(camPos, PositionWS);
float depthAtten = smoothstep(5, 30, depth);
float depthAtten = lerp(1, smoothstep(5, 30, depth), DepthAtten);
float t = _Time.y * .7;
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m_SourcePrefab: {fileID: 100100000, guid: 6493d77978c5c1246a0410d1f9204524, type: 3}
@@ -16407,6 +16594,18 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 1
m_CallState: 2
- m_Target: {fileID: 436063987}
m_TargetAssemblyTypeName: UnityEngine.GameObject, UnityEngine
m_MethodName: SetActive
m_Mode: 6
m_Arguments:
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_FloatArgument: 0
m_StringArgument: Play_FlashHallu
m_BoolArgument: 1
m_CallState: 2
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- Progression: 0.7
OnReached:
@@ -16462,6 +16661,30 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
- m_Target: {fileID: 337666369}
m_TargetAssemblyTypeName: UnityEngine.GameObject, UnityEngine
m_MethodName: SetActive
m_Mode: 6
m_Arguments:
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 1
m_CallState: 2
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m_TargetAssemblyTypeName: UnityEngine.GameObject, UnityEngine
m_MethodName: SetActive
m_Mode: 6
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
Triggered: 0
- Progression: 1
OnReached:
@@ -16517,6 +16740,30 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
- m_Target: {fileID: 1206823297}
m_TargetAssemblyTypeName: UnityEngine.GameObject, UnityEngine
m_MethodName: SetActive
m_Mode: 6
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 1
m_CallState: 2
- m_Target: {fileID: 337666369}
m_TargetAssemblyTypeName: UnityEngine.GameObject, UnityEngine
m_MethodName: SetActive
m_Mode: 6
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
Triggered: 0
--- !u!1 &1708782433
GameObject:
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guid: 96a0cfdaa6cfe3f4b8336bd77daefaba
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -0,0 +1,19 @@
using UnityEngine;
public class FogAutoQueue : MonoBehaviour
{
[SerializeField] private Renderer[] _renderers;
void Awake()
{
for(int i = 1; i < _renderers.Length; i++)
{
_renderers[i].material.renderQueue = _renderers[0].material.renderQueue + i;
}
}
void Update()
{
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fab3b088b58554f43bbc16b3f2239f84
@@ -8,25 +8,21 @@ namespace Unheimlich.Features.Player
/// Simulates camera head bobbing motion during player movement and idle states.
/// Smoothly transitions between idle, walk and run bob parameters.
/// Adds a subtle Z-axis roll to the bob and a strafe tilt applied in LateUpdate.
///
/// Sprint bob is automatically disabled when OctoPlayer.CanRun is false,
/// since IsRunning already returns false in that case.
/// Both rolls are combined additively to avoid asymmetric drift.
/// </summary>
public class CameraHeadBob : MonoBehaviour
{
private float _timer = 0f;
private Vector3 _startLocalPos;
// Smoothly interpolated bob parameters to avoid brutal state switches.
private float _currentBobSpeed = 0f;
private float _currentBobAmplitude = 0f;
// Strafe tilt (Z roll applied in LateUpdate, after OctoPlayer sets camera pitch).
private float _currentTilt = 0f;
private float _currentBobRoll = 0f;
private float _currentTilt = 0f;
private CameraEffects.HeadBobMode _overrideMode = CameraEffects.HeadBobMode.Normal;
private bool _hasOverride = false;
private Coroutine _resetCoroutine;
private bool _hasOverride = false;
private Coroutine _resetCoroutine;
private void Start()
{
@@ -46,16 +42,14 @@ namespace Unheimlich.Features.Player
if (currentMode == CameraEffects.HeadBobMode.Disabled)
{
SetBobDirect(settings.idleBobSpeed, 0f);
ApplySmoothedBob(settings.bobRollAmplitude);
_currentBobRoll = ApplySmoothedBob(settings.bobRollAmplitude);
return;
}
bool forceIdle = currentMode == CameraEffects.HeadBobMode.Idle;
if (forceIdle)
if (currentMode == CameraEffects.HeadBobMode.Idle)
{
SetBobDirect(settings.idleBobSpeed, settings.idleBobAmplitude);
ApplySmoothedBob(settings.bobRollAmplitude);
_currentBobRoll = ApplySmoothedBob(settings.bobRollAmplitude);
return;
}
@@ -63,19 +57,16 @@ namespace Unheimlich.Features.Player
if (!isGrounded)
{
SetBobDirect(settings.idleBobSpeed, 0f);
ApplySmoothedBob(settings.bobRollAmplitude);
_currentBobRoll = ApplySmoothedBob(settings.bobRollAmplitude);
return;
}
// Drive bob parameters directly from the actual physics velocity.
float horizontalSpeed = new Vector3(
PlayerController.Instance.CharController.velocity.x,
0f,
PlayerController.Instance.CharController.velocity.z
).magnitude;
// IsRunning already returns false when OctoPlayer.CanRun is off —
// so the bob falls back to walk params automatically.
bool isRunning = OctoCore.Components.OctoPlayer.Instance.State.IsRunning;
const float WalkSpeedMs = 10f / 3.6f;
@@ -88,12 +79,9 @@ namespace Unheimlich.Features.Player
float targetAmplitude = Mathf.Lerp(settings.idleBobAmplitude, isRunning ? settings.runBobAmplitude : settings.walkBobAmplitude, t);
SetBobDirect(targetSpeed, targetAmplitude);
ApplySmoothedBob(settings.bobRollAmplitude);
_currentBobRoll = ApplySmoothedBob(settings.bobRollAmplitude);
}
/// <summary>
/// Applies strafe tilt in LateUpdate so it composites correctly over OctoPlayer's pitch rotation.
/// </summary>
private void LateUpdate()
{
if (PlayerController.Instance == null || PlayerController.Instance.CharController == null)
@@ -102,29 +90,27 @@ namespace Unheimlich.Features.Player
var settings = PlayerController.Instance.CameraEffects?.Settings;
if (settings == null) return;
Vector3 velocity = PlayerController.Instance.CharController.velocity;
float strafeAmount = Vector3.Dot(velocity, PlayerController.Instance.transform.right);
Vector3 velocity = PlayerController.Instance.CharController.velocity;
float strafeAmount = Vector3.Dot(velocity, PlayerController.Instance.transform.right);
float runSpeedMs = PlayerController.Instance.Movement != null ? 20f / 3.6f : 5.5f;
float strafeFactor = Mathf.Clamp(strafeAmount / runSpeedMs, -1f, 1f);
float runSpeedMs = PlayerController.Instance.Movement != null ? 20f / 3.6f : 5.5f;
float strafeFactor = Mathf.Clamp(strafeAmount / runSpeedMs, -1f, 1f);
float targetTilt = -strafeFactor * settings.strafeTiltAngle;
_currentTilt = Mathf.Lerp(_currentTilt, targetTilt, Time.deltaTime * settings.strafeTiltSpeed);
float targetTilt = -strafeFactor * settings.strafeTiltAngle;
_currentTilt = Mathf.Lerp(_currentTilt, targetTilt, Time.deltaTime * settings.strafeTiltSpeed);
Quaternion baseRot = transform.localRotation;
transform.localRotation = baseRot * Quaternion.Euler(0f, 0f, _currentTilt);
// Combine bob roll + strafe tilt additively
transform.localRotation = Quaternion.Euler(0f, 0f, _currentBobRoll + _currentTilt);
}
// ── Public API ────────────────────────────────────────────────────────────
/// <summary>Overrides the head bob mode (Idle, Normal, Disabled).</summary>
public void SetMode(CameraEffects.HeadBobMode mode)
{
_overrideMode = mode;
_hasOverride = true;
}
/// <summary>Clears any active mode override and returns to Normal.</summary>
public void ClearOverride()
{
_hasOverride = false;
@@ -136,7 +122,6 @@ namespace Unheimlich.Features.Player
}
}
/// <summary>Lerps the camera local position back to origin over <paramref name="duration"/> seconds.</summary>
public void LerpToZero(float duration)
{
if (_resetCoroutine != null)
@@ -153,7 +138,11 @@ namespace Unheimlich.Features.Player
_currentBobAmplitude = amplitude;
}
private void ApplySmoothedBob(float rollAmplitude)
/// <summary>
/// Applies bob position and returns the Z roll value (degrees).
/// Rotation is NOT set here — LateUpdate combines it with strafe tilt.
/// </summary>
private float ApplySmoothedBob(float rollAmplitude)
{
_timer += Time.deltaTime * _currentBobSpeed;
@@ -166,7 +155,7 @@ namespace Unheimlich.Features.Player
newPos.y += y;
transform.localPosition = newPos;
transform.localRotation = Quaternion.Euler(0f, 0f, roll);
return roll;
}
private System.Collections.IEnumerator LerpToZeroCoroutine(float duration)
+6 -1
View File
@@ -257,8 +257,13 @@ public class SpiralStaircase : MonoBehaviour
trigger.Triggered = false;
}
}
Vector3 targetPosition = new Vector3(0, _state.Progression * _settings.HalfTurns * -_stairHeight, 0);
Vector3 offset = targetPosition - _references.Stairs.transform.localPosition;
_references.Stairs.transform.localPosition = new Vector3(0, _state.Progression * _settings.HalfTurns * -_stairHeight, 0);
_references.Stairs.transform.localPosition = targetPosition;
if (OctoPlayer.Instance)
OctoPlayer.Instance.Move(offset);
}
private void ManageInside()