wip: Revert OctoPlayer
This commit is contained in:
@@ -35,6 +35,12 @@ namespace OctoCore.Components
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public PlayerModes Mode = PlayerModes.FirstPerson;
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public Orientations Orientation = Orientations.Camera;
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[Tooltip("Allow position movement.")]
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public bool AllowMove = true;
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[Tooltip("Allow looking around.")]
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public bool AllowLook = true;
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[Tooltip("Walk speed (km/h).")]
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public float WalkSpeed = 10;
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@@ -47,17 +53,8 @@ namespace OctoCore.Components
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[Tooltip("Maximum jump height reached at the apex (meters).")]
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public float JumpHeight = .4f;
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[Tooltip("Maximum step height (meters).")]
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public float StepHeight = 0.3f;
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[Tooltip("Downward acceleration applied to the player (m/s²).")]
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public float Gravity = 9.8f;
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[Tooltip("Enable jump.")]
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public bool CanJump = true;
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[Tooltip("Enable sprint.")]
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public bool CanRun = true;
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}
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[System.Serializable]
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@@ -111,37 +108,9 @@ namespace OctoCore.Components
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private Vector3 _moveDirection;
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public bool IsPaused => State.IsPaused;
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public float Radius => _references.Controller ? _references.Controller.radius : 0;
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public float Radius => _references.Controller ? _references.Controller.radius : 0;
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public FirstPerson _FirstPerson => _firstPerson;
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/// <summary>True when the player is actively sprinting (inertia > 0.1 and CanRun enabled).</summary>
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public bool IsRunning => _settings.CanRun && _runInertia > 0.1f;
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// Public access to yaw and pitch for external aim assist systems
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public float Yaw
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{
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get => State.Yaw;
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set => State.Yaw = value;
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}
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public float Pitch
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{
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get => State.Pitch;
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set => State.Pitch = Mathf.Clamp(value, _firstPerson.MinPitch, _firstPerson.MaxPitch);
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}
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public bool CanJump
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{
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get => _settings.CanJump;
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set => _settings.CanJump = value;
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}
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public bool CanRun
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{
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get => _settings.CanRun;
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set => _settings.CanRun = value;
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}
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void OnEnable()
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{
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if (!Instance) Instance = this;
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@@ -212,44 +181,43 @@ namespace OctoCore.Components
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OctoCore.Instance.UI.SetCursor();
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}
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public void AllowMove(bool allow) { _settings.AllowMove = allow; }
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public void Drive(OctoPlayerDriver driver) { State.Driver = driver; }
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public void ReleaseDrive() { State.Driver = null; }
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public void SetYaw(float yaw) { State.Yaw = yaw; }
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public void SetPitch(float pitch) { State.Pitch = pitch; }
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// Convenience methods for external scripts
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public void SetCanJump(bool value) => _settings.CanJump = value;
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public void SetCanRun(bool value) => _settings.CanRun = value;
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public void SetYaw(float yaw) { State.Yaw = yaw; }
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public void SetPitch(float pitch) { State.Yaw = pitch; }
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private void Move(Vector2 value) { _moveInput = value; }
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private void Look(Vector2 value) { _lookInput = value; }
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private void Run() { _runInput = true; }
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private void Run() { _runInput = true; }
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private void Jump() { _jumpInput = true; }
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private void HandleFocus()
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{
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bool escapePressed = false;
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bool mouseClicked = false;
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bool mouseClicked = false;
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#if ENABLE_INPUT_SYSTEM
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escapePressed = Keyboard.current != null && Keyboard.current.escapeKey.wasPressedThisFrame;
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mouseClicked =
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mouseClicked =
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Mouse.current != null &&
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(
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Mouse.current.leftButton.wasPressedThisFrame ||
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Mouse.current.rightButton.wasPressedThisFrame ||
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Mouse.current.middleButton.wasPressedThisFrame ||
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Mouse.current.leftButton.wasPressedThisFrame ||
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Mouse.current.rightButton.wasPressedThisFrame ||
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Mouse.current.middleButton.wasPressedThisFrame ||
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Mouse.current.forwardButton.wasPressedThisFrame ||
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Mouse.current.backButton.wasPressedThisFrame
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);
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#else
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escapePressed = Input.GetKeyDown(KeyCode.Escape);
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mouseClicked =
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mouseClicked =
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Input.GetMouseButtonDown(0) ||
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Input.GetMouseButtonDown(1) ||
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Input.GetMouseButtonDown(2);
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#endif
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if (!Application.isFocused || escapePressed)
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{
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if (State.IsFocussed)
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@@ -269,130 +237,93 @@ namespace OctoCore.Components
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private void HandleMovement()
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{
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_moveInput = (State.IsPaused || !State.IsFocussed) ? Vector2.zero : Vector2.ClampMagnitude(_moveInput, 1);
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Camera cam = (_firstPerson.Camera && _firstPerson.Camera.enabled && _firstPerson.Camera.gameObject.activeInHierarchy)
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? _firstPerson.Camera
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: Camera.main;
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_moveInput = (State.IsPaused || !State.IsFocussed || !_settings.AllowMove) ? Vector2.zero : Vector2.ClampMagnitude(_moveInput, 1);
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Camera cam = (_firstPerson.Camera && _firstPerson.Camera.enabled && _firstPerson.Camera.gameObject.activeInHierarchy) ? _firstPerson.Camera : Camera.main;
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bool accelerating = _moveInput.magnitude > .1f;
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bool isGrounded = _references.Controller ? _references.Controller.isGrounded : true;
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float t = Time.deltaTime / 3.6f;
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bool isGrounded = _references.Controller ? _references.Controller.isGrounded : true;
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float t = Time.deltaTime / 3.6f;
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// ── Move ────────────────────────────────────────────────────────────
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// Move
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Vector3 move = new Vector3(_moveInput.x, 0, _moveInput.y);
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if (_settings.Orientation == Orientations.Camera && cam)
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{
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Vector3 camForward = cam.transform.forward; camForward.y = 0; camForward.Normalize();
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Vector3 camRight = cam.transform.right; camRight.y = 0; camRight.Normalize();
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Vector3 camForward = cam.transform.forward;
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camForward.y = 0;
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camForward.Normalize();
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Vector3 camRight = cam.transform.right;
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camRight.y = 0;
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camRight.Normalize();
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move = camRight * move.x + camForward * move.z;
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}
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if (State.Driver)
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State.Driver.ApplyMoveInfluence(move, move.magnitude * t, out move);
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State.Driver.ApplyMoveInfluence(move, t, out move);
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float deltaSmooth = t * (accelerating ? 30 : 15);
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_moveDirection = Vector3.Lerp(_moveDirection, move, deltaSmooth * 1.5f);
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deltaSmooth *= 1 - Vector3.Cross(_moveInertia, _moveDirection).magnitude;
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_moveInertia = Vector3.Lerp(_moveInertia, move, deltaSmooth);
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_moveInertia = Vector3.Lerp(_moveInertia, move, deltaSmooth);
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if (!accelerating && _moveInertia.magnitude < .01f) _moveInertia = Vector3.zero;
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// Sprint inertia — clamped to 0 if CanRun is off
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_runInertia = Mathf.Lerp(
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_runInertia,
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(_runInput && _settings.CanRun) ? 1f : 0f,
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t * (accelerating ? 5 : 3)
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);
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State.IsRunning = IsRunning;
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_runInertia = Mathf.Lerp(_runInertia, _runInput ? 1 : 0, t * (accelerating ? 5 : 3));
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State.IsRunning = _runInertia > .1f;
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Vector3 moveDelta = _moveInertia * t * Mathf.Lerp(_settings.WalkSpeed, _settings.RunSpeed, _runInertia);
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// ── Jump ────────────────────────────────────────────────────────────
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if (isGrounded && _jumpInput && !_jumpping && _settings.CanJump)
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if (isGrounded && _jumpInput && !_jumpping)
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{
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_jumpInput = false;
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_jumpping = true;
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_jumpLerp = 0;
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_jumpTime = Time.timeSinceLevelLoad;
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_jumpInput = false;
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_jumpping = true;
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_jumpLerp = 0;
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_jumpTime = Time.timeSinceLevelLoad;
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_jumpAltitude = transform.position.y;
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}
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// Consume the input even if CanJump is off, so it doesn't queue up
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if (_jumpInput && !_settings.CanJump) _jumpInput = false;
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float jumpOffset = 0;
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if (_jumpping)
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{
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_jumpInput = false;
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_jumpLerp = (Time.timeSinceLevelLoad - _jumpTime) / _settings.JumpDuration;
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_jumpLerp = (Time.timeSinceLevelLoad - _jumpTime) / _settings.JumpDuration;
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// FIX: added 0.15s grace period before checking isGrounded to avoid immediate re-trigger
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bool landingAllowed = (Time.timeSinceLevelLoad - _jumpTime) > 0.15f;
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if (_jumpLerp >= 1 || (_jumpLerp > .5f && isGrounded && landingAllowed))
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if (_jumpLerp >= 1 || (_jumpLerp > .3f && isGrounded))
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{
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_jumpping = false;
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_jumpLerp = 0;
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}
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else
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{
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float x = _jumpLerp * 2 - 1f;
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float y = x < 0
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? Mathf.Sqrt(1f - x * x)
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: Mathf.Cos(x * .5f * Mathf.PI);
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float x = _jumpLerp;
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x = x * 2 - 1;
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float y;
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if (x < 0) y = Mathf.Sqrt(1f - x * x);
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else y = Mathf.Cos(x * .5f * Mathf.PI);
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y = _jumpAltitude + y * _settings.JumpHeight;
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y = _jumpAltitude + y * _settings.JumpHeight;
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jumpOffset = y - transform.position.y;
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}
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}
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// ── Step-up ─────────────────────────────────────────────────────────
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if (_references.Controller && isGrounded && !_jumpping)
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{
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float feetY = transform.position.y - (_references.Controller.height * 0.5f);
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float castFromY = feetY + _settings.StepHeight;
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Vector3 stepOrigin = new Vector3(transform.position.x, castFromY, transform.position.z);
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Vector3 stepDir = new Vector3(moveDelta.x, 0, moveDelta.z).normalized;
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if (stepDir.magnitude > 0.1f)
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{
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float stepDist = _references.Controller.radius + 0.05f;
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if (!Physics.Raycast(stepOrigin, stepDir, stepDist))
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{
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Vector3 probeOrigin = stepOrigin + stepDir * stepDist;
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if (Physics.Raycast(probeOrigin, Vector3.down, out RaycastHit hit, _settings.StepHeight))
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{
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float stepUp = hit.point.y - feetY;
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if (stepUp > 0.05f)
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moveDelta.y = Mathf.Max(moveDelta.y, stepUp);
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}
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}
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}
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}
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// ── Apply ───────────────────────────────────────────────────────────
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if (_jumpping)
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moveDelta.y = jumpOffset;
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else if (!isGrounded)
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moveDelta.y -= _settings.Gravity * Time.deltaTime;
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else
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moveDelta.y = -0.1f;
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moveDelta.y -= _settings.Gravity * Time.deltaTime;
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if (_references.Controller && _references.Controller.enabled)
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_references.Controller.Move(moveDelta);
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else
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transform.position += moveDelta;
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// ── Rotate ──────────────────────────────────────────────────────────
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// Rotate
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switch (_settings.Mode)
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{
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@@ -401,17 +332,23 @@ namespace OctoCore.Components
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{
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Vector2 delta = (State.IsPaused || !State.IsFocussed) ? Vector2.zero : _lookInput;
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float mouseX = delta.x * _firstPerson.SensitivityX;
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float mouseY = delta.y * _firstPerson.SensitivityY * -1;
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if (_settings.AllowLook)
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{
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float mouseX = delta.x * _firstPerson.SensitivityX;
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float mouseY = delta.y * _firstPerson.SensitivityY * -1;
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State.Yaw += mouseX;
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State.Pitch = Mathf.Clamp(State.Pitch + mouseY, _firstPerson.MinPitch, _firstPerson.MaxPitch);
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State.Yaw += mouseX;
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State.Pitch = Mathf.Clamp(State.Pitch + mouseY, _firstPerson.MinPitch, _firstPerson.MaxPitch);
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}
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if (State.Driver)
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State.Driver.ApplyLookInfluence(State.Yaw, State.Pitch, Time.deltaTime, out State.Yaw, out State.Pitch);
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transform.rotation = Quaternion.Euler(0, State.Yaw, 0);
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cam.transform.localRotation = Quaternion.Euler(State.Pitch, 0, 0);
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Quaternion YawRot = Quaternion.Euler(0, State.Yaw, 0);
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Quaternion PitchRot = Quaternion.Euler(State.Pitch, 0, 0);
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transform.rotation = YawRot;
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cam.transform.localRotation = PitchRot;
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}
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break;
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@@ -421,22 +358,22 @@ namespace OctoCore.Components
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if (_moveInertia.magnitude > .002f)
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{
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Vector3 offset = _moveInertia - _moveDirection;
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offset *= _moveInertia.magnitude * _runInertia;
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offset = Vector3.ClampMagnitude(offset, 1f);
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Vector3 up = (Vector3.up - offset).normalized;
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offset *= _moveInertia.magnitude * _runInertia;
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offset = Vector3.ClampMagnitude(offset * 1f, 1f);
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Vector3 up = (Vector3.up - offset).normalized;
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Quaternion lookRot = Quaternion.LookRotation(_moveInertia, up);
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targetRot = Quaternion.Lerp(targetRot, lookRot, t * 30);
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targetRot = Quaternion.Lerp(targetRot, lookRot, t * 30);
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}
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transform.rotation = targetRot;
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break;
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}
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}
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// ── Reset ───────────────────────────────────────────────────────────
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// Reset
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_moveInput = Vector2.zero;
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_lookInput = Vector2.zero;
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_runInput = false;
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_runInput = false;
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}
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private void SetMode()
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@@ -452,5 +389,11 @@ namespace OctoCore.Components
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break;
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}
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}
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/*public static float Arc(float x)
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{
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x = Mathf.Clamp01(x) * 2 - 1f;
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return Mathf.Sqrt(1f - x * x);
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}*/
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}
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}
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@@ -8,6 +8,7 @@ namespace OctoCore.Components
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[System.Serializable]
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public class State
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{
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public bool ForcePlayerToFollowTarget;
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[Range(0, 1)] public float MoveInfluence;
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[Range(0, 1)] public float LookInfluence;
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[Range(0, 180)] public float YawRange = 180;
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@@ -91,6 +92,11 @@ namespace OctoCore.Components
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_events.OnDrive?.Invoke();
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}
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public void ForcePlayerToFollowTarget(bool force)
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{
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_state.ForcePlayerToFollowTarget = force;
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}
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public void ReleasePlayer()
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{
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OctoPlayer.Instance.ReleaseDrive();
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@@ -109,7 +115,7 @@ namespace OctoCore.Components
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return;
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}
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_state.MoveInfluence = Mathf.Clamp01(_state.MoveInfluence + delta * _settings.DriveStrength);
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_state.MoveInfluence = Mathf.Clamp01(_state.MoveInfluence + delta * (_state.ForcePlayerToFollowTarget ? 1 : inMove.magnitude) * _settings.DriveStrength);
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float moveInfluence = _settings.DriveCurve.Evaluate(_state.MoveInfluence);
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if (!_fullInfluenceReached && _state.MoveInfluence >= 1)
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@@ -126,7 +132,7 @@ namespace OctoCore.Components
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Vector3 driveMove = offset;
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driveMove.y = 0;
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driveMove = driveMove.normalized * inMove.magnitude;
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driveMove = driveMove.normalized * (_state.ForcePlayerToFollowTarget ? 1 : inMove.magnitude);
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driveMove = Vector3.Lerp(driveMove, Vector3.zero, driveAtten);
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outMove = Vector3.Lerp(inMove, driveMove, moveInfluence);
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Block a user