Improve diapason

This commit is contained in:
2026-02-03 18:50:04 +01:00
parent 23d3cb5d2c
commit 71c44eb39e
12 changed files with 1172 additions and 602 deletions
@@ -4,6 +4,7 @@ using UnityEngine.InputSystem;
using Unheimlich.Audio;
using Unheimlich.Core;
using Unheimlich.Utility;
using Unheimlich.Gameplay.Player;
using InputManager = Unheimlich.Managers.PlayerInputManager;
namespace Unheimlich.Gameplay.Player
@@ -38,11 +39,14 @@ namespace Unheimlich.Gameplay.Player
[SerializeField] private float _diapasonTweenDuration = 0.3f;
[SerializeField] private float _diapasonHideOffset = -0.5f;
[SerializeField] private AnimationCurve _diapasonTweenCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
[SerializeField] private float _vibrationDuration = 15f;
[Header("Camera Settings")]
[SerializeField] private float _cameraPanSpeed = 2f;
[SerializeField] private float _cameraPanBorderSize = 0.1f;
[SerializeField] private float _maxCameraPanAngle = 15f;
[SerializeField] private float _cameraAlignmentSpeed = 3f;
[SerializeField] private float _cameraAlignmentThreshold = 0.5f;
[Header("Visual Feedback")]
[SerializeField] private float _vignetteIntensity = 0.5f;
@@ -78,8 +82,14 @@ namespace Unheimlich.Gameplay.Player
private float _originalAmbientVolume;
private Vector3 _diapasonEquippedPosition;
private Vector3 _diapasonHiddenPosition;
private Vector3 _originalCameraLocalPosition;
private Vector3 _originalPlayerPosition;
private Vector3 _originalPlayerRotation;
private Vector3 _originalCameraLocalRotation;
private bool _canUseDiapason;
private bool _isFadingOutConcentration;
private Coroutine _returnCoroutine;
private Coroutine _vibrationCoroutine;
protected override void OnAwake()
{
@@ -87,6 +97,15 @@ namespace Unheimlich.Gameplay.Player
if (_playerAudioSource == null)
_playerAudioSource = gameObject.AddComponent<AudioSource>();
if (_playerCamera != null)
{
_originalCameraLocalPosition = _playerCamera.transform.localPosition;
_originalCameraLocalRotation = _playerCamera.transform.localEulerAngles;
}
_originalPlayerPosition = transform.position;
_originalPlayerRotation = transform.eulerAngles;
if (_diapasonObject != null)
{
_diapasonEquippedPosition = _diapasonObject.transform.localPosition;
@@ -222,10 +241,11 @@ namespace Unheimlich.Gameplay.Player
/// <summary>
/// Main listening sequence coroutine:
/// 1. Concentration phase - player breathes in, diapason animates out
/// 2. Volume fades from 30% to 100% during concentration
/// 3. After concentration duration, enters listening mode
/// 4. Vignette appears, camera pan enabled, cursor shown
/// 1. Camera aligns perpendicular to the target object
/// 2. Concentration phase - player breathes in, diapason animates out
/// 3. Volume fades from 30% to 100% during concentration
/// 4. After concentration duration, enters listening mode
/// 5. Vignette appears, camera pan enabled, cursor shown
/// </summary>
private IEnumerator ListeningSequence()
{
@@ -233,7 +253,11 @@ namespace Unheimlich.Gameplay.Player
InputManager.SetContext(InputManager.InputContext.Listening);
if (_currentTargetEmitter != null)
{
_currentTargetEmitter.SetConcentrating(true);
yield return StartCoroutine(AlignCameraToTarget(_currentTargetEmitter.transform));
}
if (_diapasonObject != null)
{
@@ -281,6 +305,8 @@ namespace Unheimlich.Gameplay.Player
/// - Stops emitter listening
/// - Hides vignette and cursor
/// - Re-enables player movement
/// - Restores player position, rotation and camera with lerp
/// - Resets diapason animation to idle
/// </summary>
private void StopListeningMode()
{
@@ -290,9 +316,21 @@ namespace Unheimlich.Gameplay.Player
_listeningCoroutine = null;
}
if (_vibrationCoroutine != null)
{
StopCoroutine(_vibrationCoroutine);
_vibrationCoroutine = null;
}
IsListening = false;
IsConcentrating = false;
if (_returnCoroutine != null)
{
StopCoroutine(_returnCoroutine);
}
_returnCoroutine = StartCoroutine(ReturnToOriginalPosition());
if (_playerAudioSource != null && _playerAudioSource.isPlaying)
{
TweenHelper.CancelTween(ref _playerAudioFadeTweenId);
@@ -317,6 +355,7 @@ namespace Unheimlich.Gameplay.Player
if (_diapasonAnimator != null)
{
_diapasonAnimator.SetBool(ANIM_BOOL_VIBRATING, false);
_diapasonAnimator.Play("Idle", 0, 0f);
_diapasonAnimator.enabled = false;
}
@@ -364,6 +403,127 @@ namespace Unheimlich.Gameplay.Player
_isFadingOutConcentration = false;
}
/// <summary>
/// Aligns the player and camera to the target object:
/// - Player moves along target's local X axis to align with target center
/// - Player rotates to face the target
/// - Camera pitch adjusts to look at target center
/// </summary>
private IEnumerator AlignCameraToTarget(Transform target)
{
if (_playerCamera == null || target == null)
yield break;
_originalCameraLocalPosition = _playerCamera.transform.localPosition;
_originalCameraLocalRotation = _playerCamera.transform.localEulerAngles;
_originalPlayerPosition = transform.position;
_originalPlayerRotation = transform.eulerAngles;
Vector3 targetCenter = target.position;
Renderer targetRenderer = target.GetComponent<Renderer>();
if (targetRenderer != null)
{
targetCenter = targetRenderer.bounds.center;
}
else
{
Collider targetCollider = target.GetComponent<Collider>();
if (targetCollider != null)
targetCenter = targetCollider.bounds.center;
}
Vector3 startPlayerPos = transform.position;
Vector3 startPlayerRotation = transform.eulerAngles;
Vector3 startCameraLocalRotation = _playerCamera.transform.localEulerAngles;
float startPitch = startCameraLocalRotation.x;
if (startPitch > 180f)
startPitch -= 360f;
float elapsed = 0f;
float duration = 1f / _cameraAlignmentSpeed;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.SmoothStep(0f, 1f, elapsed / duration);
Vector3 currentCameraPos = _playerCamera.transform.position;
Vector3 toTarget = targetCenter - currentCameraPos;
Vector3 directionToTarget = toTarget.normalized;
Quaternion targetRotation = Quaternion.LookRotation(directionToTarget);
float targetYaw = targetRotation.eulerAngles.y;
float targetPitch = -Mathf.Asin(directionToTarget.y) * Mathf.Rad2Deg;
Vector3 targetRightAxis = target.right;
Vector3 playerToTargetCenter = targetCenter - transform.position;
float offsetAlongTargetRight = Vector3.Dot(playerToTargetCenter, targetRightAxis);
Vector3 targetPlayerPos = transform.position + targetRightAxis * offsetAlongTargetRight;
Vector3 currentPlayerPos = Vector3.Lerp(startPlayerPos, targetPlayerPos, t);
transform.position = currentPlayerPos;
float currentYaw = Mathf.LerpAngle(startPlayerRotation.y, targetYaw, t);
transform.eulerAngles = new Vector3(0f, currentYaw, 0f);
float currentPitch = Mathf.LerpAngle(startPitch, targetPitch, t);
_playerCamera.transform.localEulerAngles = new Vector3(currentPitch, 0f, 0f);
yield return null;
}
}
/// <summary>
/// Returns player and camera to original position and rotation with smooth lerp.
/// </summary>
private IEnumerator ReturnToOriginalPosition()
{
if (_playerCamera == null)
yield break;
Vector3 startPlayerPos = transform.position;
Vector3 startPlayerRotation = transform.eulerAngles;
Vector3 startCameraLocalPos = _playerCamera.transform.localPosition;
Vector3 startCameraLocalRotation = _playerCamera.transform.localEulerAngles;
float startPitch = startCameraLocalRotation.x;
if (startPitch > 180f)
startPitch -= 360f;
float targetPitch = _originalCameraLocalRotation.x;
if (targetPitch > 180f)
targetPitch -= 360f;
float elapsed = 0f;
float duration = 1f / _cameraAlignmentSpeed;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.SmoothStep(0f, 1f, elapsed / duration);
transform.position = Vector3.Lerp(startPlayerPos, _originalPlayerPosition, t);
float currentYaw = Mathf.LerpAngle(startPlayerRotation.y, _originalPlayerRotation.y, t);
transform.eulerAngles = new Vector3(0f, currentYaw, 0f);
float currentPitch = Mathf.LerpAngle(startPitch, targetPitch, t);
_playerCamera.transform.localEulerAngles = new Vector3(currentPitch, 0f, 0f);
_playerCamera.transform.localPosition = Vector3.Lerp(startCameraLocalPos, _originalCameraLocalPosition, t);
yield return null;
}
transform.position = _originalPlayerPosition;
transform.eulerAngles = _originalPlayerRotation;
_playerCamera.transform.localPosition = _originalCameraLocalPosition;
_playerCamera.transform.localEulerAngles = _originalCameraLocalRotation;
_returnCoroutine = null;
}
/// <summary>
/// Updates cursor position and camera panning during listening mode.
/// Supports both gamepad (look input) and mouse (screen edges).
@@ -485,6 +645,7 @@ namespace Unheimlich.Gameplay.Player
/// - Starts listening sequence on the target emitter
/// - Plays diapason particles
/// - Plays tap sound
/// - Starts vibration timer to stop after duration
/// </summary>
private void TriggerDiapasonTap()
{
@@ -492,6 +653,10 @@ namespace Unheimlich.Gameplay.Player
{
_diapasonAnimator.SetTrigger(ANIM_TRIGGER_TAP);
_diapasonAnimator.SetBool(ANIM_BOOL_VIBRATING, true);
if (_vibrationCoroutine != null)
StopCoroutine(_vibrationCoroutine);
_vibrationCoroutine = StartCoroutine(StopVibrationAfterDuration());
}
if (_diapasonTapClip != null && _playerAudioSource != null)
@@ -510,6 +675,21 @@ namespace Unheimlich.Gameplay.Player
}
}
/// <summary>
/// Stops the diapason vibration animation after the specified duration.
/// </summary>
private IEnumerator StopVibrationAfterDuration()
{
yield return new WaitForSeconds(_vibrationDuration);
if (_diapasonAnimator != null)
{
_diapasonAnimator.SetBool(ANIM_BOOL_VIBRATING, false);
}
_vibrationCoroutine = null;
}
private void PlayBreathIn()
{
if (_breathInClip != null && _playerAudioSource != null)