Integration of the octo input system and centralization of player values

This commit is contained in:
2026-02-17 17:29:27 +01:00
parent 7b48e385b2
commit 79da2e5722
38 changed files with 2831 additions and 673 deletions
@@ -0,0 +1,134 @@
using UnityEngine;
using UnityEngine.InputSystem;
using Unheimlich.Data;
using Unheimlich.Managers;
namespace Unheimlich.Gameplay.Player
{
/// <summary>
/// Handles camera effects: aim assist and shake.
/// </summary>
public class CameraEffects : MonoBehaviour
{
[Header("Settings")]
public CameraEffectsSettings Settings;
private float _shakeTimer = 0f;
private float _shakeInterval;
private Vector3 _shakeTarget;
private Vector3 _shakeOriginalPos;
private float _shakeSmoothness;
private Vector3 _pendingAimAssistTarget;
private bool _hasAimAssistTarget;
public bool IsAimLocked { get; private set; }
public bool HasActiveLookInput { get; private set; }
public bool IsUsingGamepad { get; private set; }
void Start()
{
if (Settings != null)
_shakeInterval = 1f / Settings.shakeFrequency;
}
void Update()
{
DetectInputDevice();
}
void LateUpdate()
{
if (_hasAimAssistTarget)
{
ApplyAimAssistInternal(_pendingAimAssistTarget);
}
}
private void DetectInputDevice()
{
Vector2 lookInput = InputManager.GetLookInput();
HasActiveLookInput = lookInput.magnitude > 0.1f;
if (Gamepad.current != null && Gamepad.current.rightStick.ReadValue().magnitude > 0.1f)
IsUsingGamepad = true;
else if (Mouse.current != null && Mouse.current.delta.ReadValue().magnitude > 0.1f)
IsUsingGamepad = false;
}
public void ShakeCamera(float amplitude, float smoothness = 0f)
{
if (PlayerController.Instance == null || PlayerController.Instance.CameraPivot == null || Settings == null)
return;
_shakeSmoothness = smoothness;
_shakeTimer -= Time.deltaTime;
if (_shakeTimer <= 0f)
{
_shakeTimer = _shakeInterval * amplitude;
_shakeOriginalPos = PlayerController.Instance.CameraPivot.position;
float x = Random.Range(-1f, 1f) * amplitude;
float y = Random.Range(-1f, 1f) * amplitude;
_shakeTarget = _shakeOriginalPos + new Vector3(x, y, 0f);
}
if (_shakeSmoothness > 0f)
{
PlayerController.Instance.CameraPivot.position = Vector3.Lerp(
PlayerController.Instance.CameraPivot.position,
_shakeTarget,
Time.deltaTime * _shakeSmoothness);
}
else
{
PlayerController.Instance.CameraPivot.position = _shakeTarget;
}
}
public void ApplyAimAssist(Vector3 targetCenter)
{
_pendingAimAssistTarget = targetCenter;
_hasAimAssistTarget = true;
}
private void ApplyAimAssistInternal(Vector3 targetCenter)
{
if (PlayerController.Instance == null || PlayerController.Instance.CameraTransform == null || Settings == null)
return;
if (PlayerController.Instance.Movement == null)
return;
if (IsAimLocked && HasActiveLookInput)
IsAimLocked = false;
Vector3 directionToTarget = (targetCenter - PlayerController.Instance.CameraTransform.position).normalized;
float angleError = Vector3.Angle(PlayerController.Instance.CameraTransform.forward, directionToTarget);
if (IsAimLocked || angleError < Settings.aimAssistMaxAngle)
{
Vector3 targetDirection = directionToTarget;
float targetYaw = Mathf.Atan2(targetDirection.x, targetDirection.z) * Mathf.Rad2Deg;
float targetPitch = -Mathf.Asin(targetDirection.y) * Mathf.Rad2Deg;
float currentYaw = PlayerController.Instance.Movement.Yaw;
float currentPitch = PlayerController.Instance.Movement.Pitch;
float newYaw = Mathf.LerpAngle(currentYaw, targetYaw, Settings.aimAssistStrength * Time.deltaTime);
float newPitch = Mathf.Lerp(currentPitch, targetPitch, Settings.aimAssistStrength * Time.deltaTime);
PlayerController.Instance.Movement.Yaw = newYaw;
PlayerController.Instance.Movement.Pitch = newPitch;
}
_hasAimAssistTarget = false;
}
public void LockAim(bool locked)
{
IsAimLocked = locked;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e05e5ee4f09d55d4a93324fe0eb85d6e
@@ -6,20 +6,9 @@ namespace Unheimlich.Gameplay.Player
{
/// <summary>
/// Simulates camera head bobbing motion during player movement and idle states.
/// Applies subtle oscillation based on player grounded and movement state.
/// </summary>
public class CameraHeadBob : MonoBehaviour
{
[Header("Bob Settings - Idle")]
[SerializeField] private float _idleBobSpeed = 1f;
[SerializeField] private float _idleBobAmplitude = 0.005f;
[Header("Bob Settings - Walk")]
[SerializeField] private float _walkBobSpeed = 12f;
[SerializeField] private float _walkBobAmplitude = 0.02f;
[SerializeField] private float _resetSpeed = 5f;
private PlayerMovement _playerMovement;
private float _timer = 0f;
private Vector3 _startLocalPos;
@@ -29,55 +18,57 @@ namespace Unheimlich.Gameplay.Player
void Start()
{
_playerMovement = PlayerMovement.Instance;
_startLocalPos = transform.localPosition;
}
void Update()
{
if (_playerMovement == null || _playerMovement.CharacterController == null)
if (PlayerController.Instance == null || PlayerController.Instance.CharController == null)
return;
var settings = PlayerController.Instance.CameraEffects?.Settings;
if (settings == null) return;
HeadBobMode currentMode = _hasOverride ? _overrideMode : HeadBobMode.Normal;
if (currentMode == HeadBobMode.Disabled)
{
ResetPosition();
ResetPosition(settings.resetSpeed);
return;
}
if (currentMode == HeadBobMode.Idle || (PlayerInspectionHandler.Instance != null && PlayerInspectionHandler.Instance.IsInspecting))
{
ApplyBob(_idleBobSpeed, _idleBobAmplitude);
ApplyBob(settings.idleBobSpeed, settings.idleBobAmplitude);
return;
}
bool isMoving = _playerMovement.IsMoving;
bool isGrounded = _playerMovement.CharacterController.isGrounded;
bool isMoving = PlayerController.Instance.IsMoving;
bool isRunning = PlayerController.Instance.IsRunning;
bool isGrounded = PlayerController.Instance.CharController.isGrounded;
if (isGrounded)
{
if (isMoving)
ApplyBob(_walkBobSpeed, _walkBobAmplitude);
if (isMoving)
{
if (isRunning)
ApplyBob(settings.runBobSpeed, settings.runBobAmplitude);
else
ApplyBob(settings.walkBobSpeed, settings.walkBobAmplitude);
}
else
ApplyBob(_idleBobSpeed, _idleBobAmplitude);
ApplyBob(settings.idleBobSpeed, settings.idleBobAmplitude);
}
else
ResetPosition();
ResetPosition(settings.resetSpeed);
}
/// <summary>
/// Sets the head bob mode override.
/// </summary>
public void SetMode(HeadBobMode mode)
{
_overrideMode = mode;
_hasOverride = true;
}
/// <summary>
/// Clears the override and returns to normal behavior.
/// </summary>
public void ClearOverride()
{
_hasOverride = false;
@@ -89,9 +80,6 @@ namespace Unheimlich.Gameplay.Player
}
}
/// <summary>
/// Smoothly lerps the head bob position to zero over the specified duration.
/// </summary>
public void LerpToZero(float duration)
{
if (_resetCoroutine != null)
@@ -131,9 +119,9 @@ namespace Unheimlich.Gameplay.Player
transform.localPosition = newPos;
}
private void ResetPosition()
private void ResetPosition(float resetSpeed)
{
transform.localPosition = Vector3.Lerp(transform.localPosition, _startLocalPos, Time.deltaTime * _resetSpeed);
transform.localPosition = Vector3.Lerp(transform.localPosition, _startLocalPos, Time.deltaTime * resetSpeed);
if (Vector3.Distance(transform.localPosition, _startLocalPos) < 0.001f)
_timer = 0f;
@@ -7,19 +7,12 @@ using Unheimlich.Utility;
using Unheimlich.Gameplay.Player;
using Unheimlich.Gameplay.CameraControl;
using Unheimlich.Data.CameraSettings;
using InputManager = Unheimlich.Managers.PlayerInputManager;
using InputManager = Unheimlich.Managers.InputManager;
namespace Unheimlich.Gameplay.Player
{
/// <summary>
/// Manages the tuning fork (diapason) listening mechanic.
/// Handles:
/// - Equipping/unequipping the diapason with tween animations
/// - Concentration phase (breathing sound and duration)
/// - Listening mode with camera pan control (via CameraPanController)
/// - Tapping the diapason on listenable objects
/// - Visual feedback (vignette, cursor, particles)
/// - Preventing multiple taps on the same emitter
/// </summary>
public class DiapasonListeningHandler : Singleton<DiapasonListeningHandler>
{
@@ -29,8 +22,7 @@ namespace Unheimlich.Gameplay.Player
[Header("References")]
[SerializeField] private GameObject _diapasonObject;
[SerializeField] private Animator _diapasonAnimator;
[SerializeField] private UnityEngine.Camera _playerCamera;
[SerializeField] private CameraPanController _cameraPanController;
private CameraPanController _cameraPanController;
[Header("Listening Settings")]
[SerializeField] private float _listeningRange = 5f;
@@ -85,13 +77,20 @@ namespace Unheimlich.Gameplay.Player
if (_playerAudioSource == null)
_playerAudioSource = gameObject.AddComponent<AudioSource>();
_cameraPanController = GetComponent<CameraPanController>();
if (_cameraPanController == null)
{
_cameraPanController = GetComponent<CameraPanController>();
if (_cameraPanController == null)
Debug.LogWarning("[Diapason] CameraPanController not found! Adding one automatically.");
_cameraPanController = gameObject.AddComponent<CameraPanController>();
}
if (_vignetteEffect == null)
{
_vignetteEffect = GetComponentInChildren<ListeningVignetteEffect>();
if (_vignetteEffect == null)
{
Debug.LogWarning("[Diapason] CameraPanController not found! Adding one automatically.");
_cameraPanController = gameObject.AddComponent<CameraPanController>();
Debug.LogError("[Diapason] ListeningVignetteEffect not found! Vignette won't work.");
}
}
@@ -150,10 +149,10 @@ namespace Unheimlich.Gameplay.Player
private void CheckForNearbyEmitter()
{
if (_playerCamera == null)
if (PlayerController.Instance == null || PlayerController.Instance.PlayerCamera == null)
return;
Ray ray = _playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));
Ray ray = PlayerController.Instance.PlayerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));
if (Physics.Raycast(ray, out RaycastHit hit, _listeningRange, _listenableLayers))
{
@@ -238,6 +237,12 @@ namespace Unheimlich.Gameplay.Player
{
IsConcentrating = true;
InputManager.SetContext(InputManager.InputContext.Listening);
// IMMEDIATELY disable OctoPlayer to prevent any player movement
if (PlayerController.Instance?.Movement != null)
{
PlayerController.Instance.Movement.enabled = false;
}
if (_currentTargetEmitter != null && _cameraPanController != null)
{
@@ -247,7 +252,16 @@ namespace Unheimlich.Gameplay.Player
_currentTargetEmitter.SetConcentrating(true);
_cameraPanController.AlignToTarget(_currentTargetEmitter.transform);
// Save state for return (before alignment)
_cameraPanController.SaveOriginalState();
// Align camera first, then start pan AFTER alignment
_cameraPanController.AlignToTarget(_currentTargetEmitter.transform, () =>
{
// NOW start pan using the aligned rotation as base
_cameraPanController.StartPan();
});
yield return new WaitForSeconds(1f / 3f);
}
@@ -287,8 +301,8 @@ namespace Unheimlich.Gameplay.Player
EnableVignette(true);
ApplyHeadBobSettings(_cameraPanController.Settings);
_cameraPanController.StartPan();
// Pan is already active from the beginning of the sequence
Cursor.lockState = CursorLockMode.Confined;
Cursor.visible = false;
@@ -324,12 +338,27 @@ namespace Unheimlich.Gameplay.Player
if (_cameraPanController != null)
{
_cameraPanController.StopPan();
_cameraPanController.ReturnToOriginalPosition();
if (_originalCameraSettings != null)
_cameraPanController.ReturnToOriginalPosition(() =>
{
_cameraPanController.Settings = _originalCameraSettings;
_originalCameraSettings = null;
if (_originalCameraSettings != null)
{
_cameraPanController.Settings = _originalCameraSettings;
_originalCameraSettings = null;
}
// Re-enable OctoPlayer AFTER the return animation completes
if (PlayerController.Instance?.Movement != null)
{
PlayerController.Instance.Movement.enabled = true;
}
});
}
else
{
// If no camera pan controller, re-enable immediately
if (PlayerController.Instance?.Movement != null)
{
PlayerController.Instance.Movement.enabled = true;
}
}
@@ -413,10 +442,10 @@ namespace Unheimlich.Gameplay.Player
/// </summary>
private void CheckForListenableObject()
{
if (_playerCamera == null)
if (PlayerController.Instance == null || PlayerController.Instance.PlayerCamera == null)
return;
Ray ray = _playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));
Ray ray = PlayerController.Instance.PlayerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));
if (Physics.Raycast(ray, out RaycastHit hit, _listeningRange, _listenableLayers))
{
@@ -544,11 +573,11 @@ namespace Unheimlich.Gameplay.Player
private void EnableVignette(bool enable)
{
if (_vignetteEffect != null)
{
_vignetteEffect.EnableVignette(enable);
_vignetteEffect.SetIntensity(_vignetteIntensity);
}
if (_vignetteEffect == null)
return;
_vignetteEffect.EnableVignette(enable);
_vignetteEffect.SetIntensity(_vignetteIntensity);
}
/// <summary>
@@ -575,10 +604,10 @@ namespace Unheimlich.Gameplay.Player
private void OnDrawGizmosSelected()
{
if (_playerCamera != null && IsListening)
if (PlayerController.Instance != null && PlayerController.Instance.PlayerCamera != null && IsListening)
{
Gizmos.color = _currentTargetEmitter != null ? Color.green : Color.yellow;
Ray ray = _playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));
Ray ray = PlayerController.Instance.PlayerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));
Gizmos.DrawRay(ray.origin, ray.direction * _listeningRange);
}
}
@@ -0,0 +1,99 @@
using UnityEngine;
using OctoCore.Components;
using Unheimlich.Core;
using Unheimlich.Data;
using Unheimlich.Managers;
using Unheimlich.Gameplay.CameraControl;
namespace Unheimlich.Gameplay.Player
{
/// <summary>
/// Central hub for all player systems.
/// Exposes components and settings with zero Inspector refs needed for other scripts.
/// </summary>
[RequireComponent(typeof(OctoPlayer))]
[RequireComponent(typeof(CharacterController))]
public class PlayerController : Singleton<PlayerController>
{
// Auto-found components (exposed publicly, found once in Awake)
public OctoPlayer Movement { get; private set; }
public CharacterController CharController { get; private set; }
public Camera PlayerCamera { get; private set; }
public Transform CameraTransform { get; private set; }
public Transform CameraPivot { get; private set; }
public CameraEffects CameraEffects { get; private set; }
public CameraPanController CameraPanController { get; private set; }
public InputManager Inputs => InputManager.Instance;
public bool IsMoving
{
get
{
// Read directly from action instead of cached value
var moveAction = InputManager.GetMoveAction();
if (moveAction == null) return false;
return moveAction.ReadValue<UnityEngine.Vector2>().magnitude > 0.1f;
}
}
public bool IsRunning
{
get
{
if (Movement == null || OctoCore.OctoCore.Instance == null) return false;
var actions = OctoCore.OctoCore.Instance.Inputs?.Actions;
if (actions != null)
{
foreach (var actionInfo in actions)
{
if (actionInfo.Name == "Sprint" && actionInfo.Reference != null)
return actionInfo.Reference.action.IsPressed();
}
}
return false;
}
}
protected override void OnAwake()
{
// Auto-find all components once
Movement = GetComponent<OctoPlayer>();
CharController = GetComponent<CharacterController>();
CameraEffects = GetComponent<CameraEffects>();
CameraPanController = GetComponent<CameraPanController>();
PlayerCamera = GetComponentInChildren<Camera>();
if (PlayerCamera != null)
{
CameraTransform = PlayerCamera.transform;
CameraPivot = CameraTransform.parent;
}
}
// Teleport
public void Teleport(Vector3 position, Quaternion rotation)
{
Movement.Teleport(position, rotation);
PlayerEvents.TriggerTeleport(position, rotation);
}
// Helper methods
public Vector3 GetForward()
{
if (PlayerCamera == null) return transform.forward;
Vector3 forward = PlayerCamera.transform.forward;
forward.y = 0;
return forward.normalized;
}
public Vector3 GetRight()
{
if (PlayerCamera == null) return transform.right;
Vector3 right = PlayerCamera.transform.right;
right.y = 0;
return right.normalized;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2d192ca4042c25c4ea16f024d0e262c1
@@ -1,171 +0,0 @@
using UnityEngine;
using UnityEngine.InputSystem;
using Unheimlich.Core;
using Unheimlich.Gameplay.Portals;
using InputManager = Unheimlich.Managers.PlayerInputManager;
namespace Unheimlich.Gameplay.Player
{
/// <summary>
/// Handles first-person camera rotation and look mechanics for the player.
/// Supports both mouse and gamepad input with adaptive sensitivity.
/// Includes aim assist for dialogue choices and camera shake effects.
/// </summary>
public class PlayerLook : Singleton<PlayerLook>
{
private const float INPUT_DEADZONE = 0.1f;
private const float MOUSE_DELTA_MULTIPLIER = 0.001f;
[Header("Components")]
[SerializeField] private Transform _playerCamera, _playerCameraPivot;
[Header("Settings")]
[SerializeField] private int _frameRate = 120;
[SerializeField] private float _mouseSensitivity = 0.2f;
[SerializeField] private float _gamepadSensitivity = 100f;
[SerializeField] private float _minLookAngle = -60f;
[SerializeField] private float _maxLookAngle = 60f;
[Header("Aim Assist")]
[SerializeField] private float _aimAssistStrength = 25f;
[SerializeField] private float _aimAssistMaxAngle = 10f;
public bool HasActiveLookInput { get; private set; }
public bool IsAimLocked { get; private set; } = false;
[Header("Shake Control")]
[SerializeField] private float _shakeFrequency = 40f;
private float _shakeInterval;
private float _shakeTimer = 0f;
private Vector3 _shakeTarget = Vector3.zero;
private Vector3 _shakeOriginalPos = Vector3.zero;
private float _shakeSmoothness = 0f;
private float _horizontalRotation;
private float _verticalRotation;
private bool _isUsingGamepad = false;
protected override void OnAwake()
{
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = _frameRate;
}
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
_shakeInterval = 1f / _shakeFrequency;
}
private void Update()
{
if(!InputManager.IsLookingEnabled)
return;
HandleLook();
}
/// <summary>
/// Processes look input from mouse or gamepad and updates camera rotation.
/// Automatically detects input device and applies appropriate sensitivity.
/// Clamps vertical rotation to prevent over-rotation.
/// </summary>
private void HandleLook()
{
Vector2 lookInput = InputManager.Instance.LookInput;
HasActiveLookInput = lookInput.magnitude > INPUT_DEADZONE;
if (Gamepad.current != null && Gamepad.current.rightStick.ReadValue().magnitude > PortalConstants.GAMEPAD_DEADZONE)
_isUsingGamepad = true;
else if (Mouse.current != null && Mouse.current.delta.ReadValue().magnitude > PortalConstants.GAMEPAD_DEADZONE)
_isUsingGamepad = false;
float sensitivity = _isUsingGamepad ? _gamepadSensitivity : _mouseSensitivity;
float deltaMultiplier = _isUsingGamepad ? Time.deltaTime : MOUSE_DELTA_MULTIPLIER;
_horizontalRotation += lookInput.x * sensitivity * deltaMultiplier;
transform.rotation = Quaternion.Euler(0, _horizontalRotation, 0f);
_verticalRotation -= lookInput.y * sensitivity * deltaMultiplier;
_verticalRotation = Mathf.Clamp(_verticalRotation, _minLookAngle, _maxLookAngle);
_playerCamera.localRotation = Quaternion.Euler(_verticalRotation, 0f, 0f);
}
/// <summary>
/// Smoothly rotates the player camera toward a target using spherical interpolation.
/// Assists player aiming by gently pulling the view toward dialogue choices when looking near them.
/// Automatically unlocks if player provides manual input.
/// </summary>
public void ApplyAimAssist(Vector3 targetCenter)
{
if (IsAimLocked && HasActiveLookInput)
IsAimLocked = false;
Vector3 directionToTarget = (targetCenter - _playerCamera.position).normalized;
float angleError = Vector3.Angle(_playerCamera.forward, directionToTarget);
if (IsAimLocked || (angleError > 0.01f && angleError < _aimAssistMaxAngle))
{
Quaternion targetRotation = Quaternion.LookRotation(directionToTarget);
Quaternion correctedRotation = Quaternion.Slerp(
_playerCamera.rotation,
targetRotation,
_aimAssistStrength * Time.deltaTime
);
Quaternion newBodyRotation = Quaternion.Euler(0, correctedRotation.eulerAngles.y, 0);
_horizontalRotation = newBodyRotation.eulerAngles.y;
transform.rotation = newBodyRotation;
float newVerticalAngle = correctedRotation.eulerAngles.x;
if (newVerticalAngle > 180) newVerticalAngle -= 360;
_verticalRotation = Mathf.Clamp(newVerticalAngle, _minLookAngle, _maxLookAngle);
_playerCamera.localRotation = Quaternion.Euler(_verticalRotation, 0f, 0f);
}
}
/// <summary>
/// Creates a random camera shake effect for feedback (e.g., impacts, events).
/// Uses a timer-based interval to control shake frequency.
/// Amplitude controls both the intensity and duration of the shake.
/// Smoothness controls how quickly the camera interpolates to the shake position (0 = instant, higher = smoother).
/// </summary>
public void Shake(float amplitude, float smoothness = 0f)
{
_shakeSmoothness = smoothness;
_shakeTimer -= Time.deltaTime;
if (_shakeTimer <= 0f)
{
_shakeTimer = _shakeInterval * amplitude;
_shakeOriginalPos = _playerCameraPivot.position;
float x = Random.Range(-1f, 1f) * amplitude;
float y = Random.Range(-1f, 1f) * amplitude;
_shakeTarget = _shakeOriginalPos + new Vector3(x, y, 0f);
}
if (_shakeSmoothness > 0f)
{
_playerCameraPivot.position = Vector3.Lerp(_playerCameraPivot.position, _shakeTarget, Time.deltaTime * _shakeSmoothness);
}
else
{
_playerCameraPivot.position = _shakeTarget;
}
}
public void LockAim(bool locked)
{
IsAimLocked = locked;
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 1ddcefd49548ddb4b9bc694da032caee
@@ -1,63 +0,0 @@
using UnityEngine;
using Unheimlich.Core;
using Unheimlich.Managers;
namespace Unheimlich.Gameplay.Player
{
[RequireComponent(typeof(CharacterController))]
public class PlayerMovement : Singleton<PlayerMovement>
{
[Header("Settings")]
[SerializeField] private float _moveSpeed = 5f;
[SerializeField] private float _jumpForce = 10f;
[SerializeField] private float _groundedGravity = -2f;
public CharacterController CharacterController { get; private set; }
public bool IsMoving { get; private set; }
private float _ySpeed;
private Vector3 _moveDirection;
protected override void OnAwake()
{
CharacterController = GetComponent<CharacterController>();
}
private void Update()
{
if (!PlayerInputManager.IsInputEnabled || CharacterController == null)
return;
HandleMovement();
}
private void HandleMovement()
{
Vector2 input = PlayerInputManager.Instance.MoveInput;
Vector3 forward = transform.forward * input.y;
Vector3 right = transform.right * input.x;
_moveDirection = forward + right;
_moveDirection = _moveDirection.normalized * _moveSpeed;
IsMoving = _moveDirection.magnitude > 0.1f && CharacterController.isGrounded;
if (CharacterController.isGrounded)
{
_ySpeed = _groundedGravity;
var jumpAction = PlayerInputManager.GetJumpAction();
if (jumpAction != null && jumpAction.WasPressedThisFrame())
_ySpeed = _jumpForce;
}
else
_ySpeed += Physics.gravity.y * Time.deltaTime;
_moveDirection.y = _ySpeed;
CharacterController.Move(_moveDirection * Time.deltaTime);
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: a25b5737428861f4f8460e0ec5c93015