Merge branch 'main' of http://212.24.110.183:3000/IPSEITY/Unheimlich_POC
# 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
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@@ -8,25 +8,21 @@ namespace Unheimlich.Features.Player
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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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///
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/// Sprint bob is automatically disabled when OctoPlayer.CanRun is false,
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/// since IsRunning already returns false in that case.
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/// Both rolls are combined additively to avoid asymmetric drift.
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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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// 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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// Strafe tilt (Z roll applied in LateUpdate, after OctoPlayer sets camera pitch).
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private float _currentTilt = 0f;
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private float _currentBobRoll = 0f;
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private float _currentTilt = 0f;
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private CameraEffects.HeadBobMode _overrideMode = CameraEffects.HeadBobMode.Normal;
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private bool _hasOverride = false;
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private Coroutine _resetCoroutine;
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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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@@ -46,16 +42,14 @@ namespace Unheimlich.Features.Player
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if (currentMode == CameraEffects.HeadBobMode.Disabled)
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{
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SetBobDirect(settings.idleBobSpeed, 0f);
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ApplySmoothedBob(settings.bobRollAmplitude);
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_currentBobRoll = ApplySmoothedBob(settings.bobRollAmplitude);
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return;
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}
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bool forceIdle = currentMode == CameraEffects.HeadBobMode.Idle;
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if (forceIdle)
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if (currentMode == CameraEffects.HeadBobMode.Idle)
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{
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SetBobDirect(settings.idleBobSpeed, settings.idleBobAmplitude);
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ApplySmoothedBob(settings.bobRollAmplitude);
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_currentBobRoll = ApplySmoothedBob(settings.bobRollAmplitude);
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return;
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}
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@@ -63,19 +57,16 @@ namespace Unheimlich.Features.Player
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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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_currentBobRoll = 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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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
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).magnitude;
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// IsRunning already returns false when OctoPlayer.CanRun is off —
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// so the bob falls back to walk params automatically.
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bool isRunning = OctoCore.Components.OctoPlayer.Instance.State.IsRunning;
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const float WalkSpeedMs = 10f / 3.6f;
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@@ -88,12 +79,9 @@ namespace Unheimlich.Features.Player
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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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_currentBobRoll = ApplySmoothedBob(settings.bobRollAmplitude);
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}
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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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if (PlayerController.Instance == null || PlayerController.Instance.CharController == null)
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@@ -102,29 +90,27 @@ namespace Unheimlich.Features.Player
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var settings = PlayerController.Instance.CameraEffects?.Settings;
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if (settings == null) return;
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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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Vector3 velocity = PlayerController.Instance.CharController.velocity;
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float strafeAmount = Vector3.Dot(velocity, PlayerController.Instance.transform.right);
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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 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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float targetTilt = -strafeFactor * settings.strafeTiltAngle;
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_currentTilt = Mathf.Lerp(_currentTilt, targetTilt, Time.deltaTime * settings.strafeTiltSpeed);
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Quaternion baseRot = transform.localRotation;
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transform.localRotation = baseRot * Quaternion.Euler(0f, 0f, _currentTilt);
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// Combine bob roll + strafe tilt additively
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transform.localRotation = Quaternion.Euler(0f, 0f, _currentBobRoll + _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(CameraEffects.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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@@ -136,7 +122,6 @@ namespace Unheimlich.Features.Player
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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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@@ -153,7 +138,11 @@ namespace Unheimlich.Features.Player
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_currentBobAmplitude = amplitude;
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}
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private void ApplySmoothedBob(float rollAmplitude)
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/// <summary>
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/// Applies bob position and returns the Z roll value (degrees).
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/// Rotation is NOT set here — LateUpdate combines it with strafe tilt.
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/// </summary>
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private float ApplySmoothedBob(float rollAmplitude)
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{
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_timer += Time.deltaTime * _currentBobSpeed;
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@@ -166,7 +155,7 @@ namespace Unheimlich.Features.Player
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newPos.y += y;
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transform.localPosition = newPos;
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transform.localRotation = Quaternion.Euler(0f, 0f, roll);
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return roll;
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}
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private System.Collections.IEnumerator LerpToZeroCoroutine(float duration)
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