# 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
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float3 PositionOS,
float3 PivotWS,
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float depth = distance(camPos, PositionWS);
float depthAtten = smoothstep(5, 30, depth);
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@@ -14452,7 +14713,7 @@ MeshCollider:
serializedVersion: 5
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@@ -14869,78 +15130,6 @@ PrefabInstance:
serializedVersion: 3
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objectReference: {fileID: 0}
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@@ -14985,10 +15174,8 @@ PrefabInstance:
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@@ -16462,6 +16661,30 @@ MonoBehaviour:
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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
@@ -8,20 +8,16 @@ 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 _currentBobRoll = 0f;
private float _currentTilt = 0f;
private CameraEffects.HeadBobMode _overrideMode = CameraEffects.HeadBobMode.Normal;
@@ -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)
@@ -111,20 +99,18 @@ namespace Unheimlich.Features.Player
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()
@@ -82,17 +82,11 @@ namespace OctoCore.Components
[Header("Settings")]
[Tooltip("Horizontal sensitivity (Yaw).")]
public float SensitivityX = 0.1f;
[Tooltip("Mouse sensitivity (Yaw & Pitch).")]
public Vector2 MouseSensitivity = new Vector2(.1f, .1f);
[Tooltip("Vertical sensitivity (Pitch).")]
public float SensitivityY = 0.1f;
[Tooltip("Gamepad horizontal sensitivity.")]
public float GamepadSensitivityX = 150f;
[Tooltip("Gamepad vertical sensitivity.")]
public float GamepadSensitivityY = 150f;
[Tooltip("Controller sensitivity (Yaw & Pitch).")]
public Vector2 ControllerSensitivity = new Vector2(140, 140);
[Tooltip("Minimum pitch (looking down).")]
public float MinPitch = -80f;
@@ -193,6 +187,12 @@ namespace OctoCore.Components
_references.Controller.enabled = true;
}
public void Move(Vector3 offset)
{
transform.position += offset;
Physics.SyncTransforms();
}
public void Pause(bool pause)
{
_state.IsPaused = pause;
@@ -352,26 +352,22 @@ namespace OctoCore.Components
case PlayerModes.FirstPerson:
if (cam && !_state.IsPaused)
{
Vector2 delta = (_state.IsPaused || !_state.IsFocussed || !_settings.AllowLook) ? Vector2.zero : _lookInput;
Vector2 delta = (_state.IsPaused || !_state.IsFocussed) ? Vector2.zero : _lookInput;
if (_settings.AllowLook)
{
bool isGamepad = Gamepad.current != null &&
Gamepad.current.rightStick.ReadValue().magnitude > 0.01f;
bool isController = OctoCore.Instance.Platform.Controller;
Vector2 sensitivity = isController ? _firstPerson.ControllerSensitivity * Time.deltaTime : _firstPerson.MouseSensitivity;
float sensX = isGamepad ? _firstPerson.GamepadSensitivityX : _firstPerson.SensitivityX;
float sensY = isGamepad ? _firstPerson.GamepadSensitivityY : _firstPerson.SensitivityY;
Vector2 look = delta * new Vector2(sensitivity.x, sensitivity.y * -1);
float lookX = isGamepad ? delta.x * sensX * Time.deltaTime : delta.x * sensX;
float lookY = isGamepad ? delta.y * sensY * -1 * Time.deltaTime : delta.y * sensY * -1;
_state.Yaw += lookX;
_state.Yaw += look.x;
float halfRange = _firstPerson.RangeYaw * 0.5f;
float deltaYaw = Mathf.DeltaAngle(_firstPerson.ReferenceYaw, _state.Yaw);
deltaYaw = Mathf.Clamp(deltaYaw, -halfRange, halfRange);
_state.Yaw = _firstPerson.ReferenceYaw + deltaYaw;
_state.Pitch = Mathf.Clamp(_state.Pitch + lookY, _firstPerson.MinPitch, _firstPerson.MaxPitch);
_state.Pitch = Mathf.Clamp(_state.Pitch + look.y, _firstPerson.MinPitch, _firstPerson.MaxPitch);
}
if (_state.Driver)
@@ -147,6 +147,12 @@ namespace OctoCore.Components
EvaluateTrigger(col, false);
}
public void ResetLookAt()
{
_lookAtTimer = 0f;
_lookAtTriggered = false;
}
void TriggerWithCondition()
{
switch (_condition)
@@ -255,7 +261,7 @@ namespace OctoCore.Components
else
{
_lookAtTimer = 0f;
_lookAtTriggered = false;
//_lookAtTriggered = false;
}
}
@@ -227,11 +227,16 @@ namespace OctoCore.Inputs
{
var actionInfo = kvp.Value;
if (actionInfo.Reference.action.expectedControlType != "Vector2")
continue;
Vector2 value = actionInfo.Reference.action.ReadValue<Vector2>();
// Only poll enabled actions with callbacks
if (actionInfo.Enabled &&
actionInfo.Reference != null &&
(actionInfo.CallbacksList.Count > 0 || actionInfo.CallbacksVector2List.Count > 0) &&
actionInfo.Reference.action.IsPressed())
value.sqrMagnitude > .0001f)
{
// Call Action callbacks
foreach (var callback in actionInfo.CallbacksList.ToArray())
@@ -242,7 +247,6 @@ namespace OctoCore.Inputs
// Call Vector2 callbacks
foreach (var callback in actionInfo.CallbacksVector2List.ToArray())
{
Vector2 value = actionInfo.Reference.action.ReadValue<Vector2>();
callback?.Invoke(value);
}
}
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<Containers>
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<ChildrenList>
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</ChildrenList>
</WorkUnit>
</Containers>
</WwiseDocument>
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<?xml version="1.0" encoding="utf-8"?>
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<ChildrenList>
<RandomSequenceContainer Name="FlashHalluPlaceholder" ID="{948A689F-8351-4AED-8439-7A4672EFF9CD}" ShortID="71847943">
<PropertyList>
<Property Name="MakeUpGain" Type="Real64">
<ValueList>
<Value>3</Value>
</ValueList>
</Property>
<Property Name="NormalOrShuffle" Type="int16" Value="0"/>
<Property Name="Pitch" Type="int32">
<ModifierList>
<ModifierInfo>
<Modifier Name="" ID="{44649BFD-7F80-471C-BBB9-E85018CDB3EB}">
<PropertyList>
<Property Name="Enabled" Type="bool" Value="True"/>
<Property Name="Max" Type="Real64" Value="200"/>
<Property Name="Min" Type="Real64" Value="-200"/>
</PropertyList>
</Modifier>
</ModifierInfo>
</ModifierList>
</Property>
</PropertyList>
<ReferenceList>
<Reference Name="Conversion">
<ObjectRef Name="Default Conversion Settings" ID="{6D1B890C-9826-4384-BF07-C15223E9FB56}" WorkUnitID="{16AA8EB9-7498-45FF-B66E-783ABF47004A}"/>
</Reference>
<Reference Name="OutputBus">
<ObjectRef Name="SFX MONO" ID="{A9BA4E6F-7E61-47D7-8F77-23775C1A0FA8}" WorkUnitID="{2098B74C-876E-4F52-B5FB-02CBA1A95394}"/>
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<ChildrenList>
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<ReferenceList>
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<Reference Name="OutputBus">
<ObjectRef Name="Main Audio Bus" ID="{1514A4D8-1DA6-412A-A17E-75CA0C2149F3}" WorkUnitID="{2098B74C-876E-4F52-B5FB-02CBA1A95394}"/>
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<ChildrenList>
<AudioFileSource Name="Residency_Glitch-001" ID="{76CEB0C6-2986-4962-9EC5-01E0EB911EAC}">
<PropertyList>
<Property Name="FadeOutDuration" Type="Real64" Value="0.05803"/>
<Property Name="LoopBegin" Type="Real64" Value="0"/>
<Property Name="OverrideWavLoop" Type="bool" Value="True"/>
</PropertyList>
<Language>SFX</Language>
<AudioFile>Residency_Glitch-001.wav</AudioFile>
<MediaIDList>
<MediaID ID="838424821"/>
</MediaIDList>
</AudioFileSource>
</ChildrenList>
<ActiveSourceList>
<ActiveSource Name="Residency_Glitch-001" ID="{76CEB0C6-2986-4962-9EC5-01E0EB911EAC}" Platform="Linked"/>
</ActiveSourceList>
</Sound>
<Sound Name="Residency_Glitch-002" ID="{9C98BFD2-9B55-45F2-86A6-91899C0CDD4E}" ShortID="161599684">
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<Reference Name="Conversion">
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<Reference Name="OutputBus">
<ObjectRef Name="Main Audio Bus" ID="{1514A4D8-1DA6-412A-A17E-75CA0C2149F3}" WorkUnitID="{2098B74C-876E-4F52-B5FB-02CBA1A95394}"/>
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<AudioFileSource Name="Residency_Glitch-002" ID="{77F80974-101A-480F-921C-DFFCE51791D0}">
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<Property Name="OverrideWavLoop" Type="bool" Value="True"/>
<Property Name="TrimBegin" Type="Real64" Value="0.06551"/>
</PropertyList>
<Language>SFX</Language>
<AudioFile>Residency_Glitch-002.wav</AudioFile>
<MediaIDList>
<MediaID ID="843336438"/>
</MediaIDList>
</AudioFileSource>
</ChildrenList>
<ActiveSourceList>
<ActiveSource Name="Residency_Glitch-002" ID="{77F80974-101A-480F-921C-DFFCE51791D0}" Platform="Linked"/>
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