Fix : Slope bug for player & add case for inifinite stairs

This commit is contained in:
Ferlat Thibaud
2026-03-26 20:32:01 +01:00
parent 006acdb596
commit d34319ce96
24 changed files with 15908 additions and 3921 deletions
@@ -1,5 +1,5 @@
using OctoCore.Inputs;
using UnityEngine;
using UnityEngine;
namespace OctoCore.Components
{
@@ -27,15 +27,24 @@ namespace OctoCore.Components
[Tooltip("Run speed (km/h).")]
public float RunSpeed = 20;
[Tooltip("Jump duration (seconds).")]
public float JumpDuration = .4f;
[Tooltip("Maximum jump height reached at the apex (meters).")]
public float JumpHeight = .4f;
[Tooltip("Maximum step height (meters).")]
public float StepHeight = 0.3f;
[Tooltip("Downward acceleration applied to the player (m/s²).")]
public float Gravity = 9.8f;
[Tooltip("Enable jump.")]
public bool CanJump = true;
[Tooltip("Enable sprint.")]
public bool CanRun = true;
}
[System.Serializable]
@@ -51,7 +60,6 @@ namespace OctoCore.Components
private class FirstPerson
{
[Header("References")]
public Camera Camera;
[Header("Settings")]
@@ -68,7 +76,7 @@ namespace OctoCore.Components
[Tooltip("Maximum pitch (looking up).")]
public float MaxPitch = 80f;
}
[SerializeField] private References _references;
[SerializeField] private Settings _settings;
[SerializeField] private Mapping _mapping;
@@ -88,23 +96,38 @@ namespace OctoCore.Components
private Vector2 _lookInput;
private Vector3 _moveInertia;
private Vector3 _moveDirection;
public bool IsPaused => _isPaused;
public float Radius => _references.Controller ? _references.Controller.radius : 0;
public bool IsPaused => _isPaused;
public float Radius => _references.Controller ? _references.Controller.radius : 0;
/// <summary>True when the player is actively sprinting (inertia > 0.1 and CanRun enabled).</summary>
public bool IsRunning => _settings.CanRun && _runInertia > 0.1f;
// Public access to yaw and pitch for external aim assist systems
public float Yaw
{
get => _yaw;
set => _yaw = value;
}
public float Pitch
{
get => _pitch;
set => _pitch = Mathf.Clamp(value, _firstPerson.MinPitch, _firstPerson.MaxPitch);
}
public bool CanJump
{
get => _settings.CanJump;
set => _settings.CanJump = value;
}
public bool CanRun
{
get => _settings.CanRun;
set => _settings.CanRun = value;
}
void OnEnable()
{
if (!Instance) Instance = this;
@@ -132,26 +155,22 @@ namespace OctoCore.Components
void Update()
{
_moveInput = _isPaused ? Vector2.zero : Vector2.ClampMagnitude(_moveInput, 1);
Camera cam = (_firstPerson.Camera && _firstPerson.Camera.enabled && _firstPerson.Camera.gameObject.activeInHierarchy) ? _firstPerson.Camera : Camera.main;
Camera cam = (_firstPerson.Camera && _firstPerson.Camera.enabled && _firstPerson.Camera.gameObject.activeInHierarchy)
? _firstPerson.Camera
: Camera.main;
bool accelerating = _moveInput.magnitude > .1f;
bool isGrounded = _references.Controller ? _references.Controller.isGrounded : true;
float t = Time.deltaTime / 3.6f;
bool isGrounded = _references.Controller ? _references.Controller.isGrounded : true;
float t = Time.deltaTime / 3.6f;
// Move
// ── Move ────────────────────────────────────────────────────────────
Vector3 move = new Vector3(_moveInput.x, 0, _moveInput.y);
if (_settings.Orientation == Orientations.Camera && cam)
{
Vector3 camForward = cam.transform.forward;
camForward.y = 0;
camForward.Normalize();
Vector3 camRight = cam.transform.right;
camRight.y = 0;
camRight.Normalize();
Vector3 camForward = cam.transform.forward; camForward.y = 0; camForward.Normalize();
Vector3 camRight = cam.transform.right; camRight.y = 0; camRight.Normalize();
move = camRight * move.x + camForward * move.z;
}
@@ -159,74 +178,114 @@ namespace OctoCore.Components
_moveDirection = Vector3.Lerp(_moveDirection, move, deltaSmooth * 1.5f);
deltaSmooth *= 1 - Vector3.Cross(_moveInertia, _moveDirection).magnitude;
_moveInertia = Vector3.Lerp(_moveInertia, move, deltaSmooth);
_moveInertia = Vector3.Lerp(_moveInertia, move, deltaSmooth);
if (!accelerating && _moveInertia.magnitude < .01f) _moveInertia = Vector3.zero;
_runInertia = Mathf.Lerp(_runInertia, _runInput ? 1 : 0, t * (accelerating ? 5 : 3));
// Sprint inertia — clamped to 0 if CanRun is off
_runInertia = Mathf.Lerp(
_runInertia,
(_runInput && _settings.CanRun) ? 1f : 0f,
t * (accelerating ? 5 : 3)
);
Vector3 moveDelta = _moveInertia * t * Mathf.Lerp(_settings.WalkSpeed, _settings.RunSpeed, _runInertia);
if (isGrounded && _jumpInput && !_jumpping)
// ── Jump ────────────────────────────────────────────────────────────
if (isGrounded && _jumpInput && !_jumpping && _settings.CanJump)
{
_jumpInput = false;
_jumpping = true;
_jumpLerp = 0;
_jumpTime = Time.timeSinceLevelLoad;
_jumpInput = false;
_jumpping = true;
_jumpLerp = 0;
_jumpTime = Time.timeSinceLevelLoad;
_jumpAltitude = transform.position.y;
}
// Consume the input even if CanJump is off, so it doesn't queue up
if (_jumpInput && !_settings.CanJump) _jumpInput = false;
float jumpOffset = 0;
if (_jumpping)
{
_jumpLerp = (Time.timeSinceLevelLoad - _jumpTime) / _settings.JumpDuration;
if (_jumpLerp >= 1 || (_jumpLerp > .3f && isGrounded))
// FIX: added 0.15s grace period before checking isGrounded to avoid immediate re-trigger
bool landingAllowed = (Time.timeSinceLevelLoad - _jumpTime) > 0.15f;
if (_jumpLerp >= 1 || (_jumpLerp > .5f && isGrounded && landingAllowed))
{
_jumpping = false;
_jumpLerp = 0;
_jumpping = false;
_jumpLerp = 0;
}
else
{
float x = _jumpLerp;
x = x * 2 - 1f;
float x = _jumpLerp * 2 - 1f;
float y = x < 0
? Mathf.Sqrt(1f - x * x)
: Mathf.Cos(x * .5f * Mathf.PI);
float y;
if (x < 0) y = Mathf.Sqrt(1f - x * x);
else y = Mathf.Cos(x * .5f * Mathf.PI);
y = _jumpAltitude + y * _settings.JumpHeight;
jumpOffset = y - transform.position.y;
y = _jumpAltitude + y * _settings.JumpHeight;
jumpOffset = y - transform.position.y;
}
}
// ── Step-up ─────────────────────────────────────────────────────────
if (_references.Controller && isGrounded && !_jumpping)
{
float feetY = transform.position.y - (_references.Controller.height * 0.5f);
float castFromY = feetY + _settings.StepHeight;
Vector3 stepOrigin = new Vector3(transform.position.x, castFromY, transform.position.z);
Vector3 stepDir = new Vector3(moveDelta.x, 0, moveDelta.z).normalized;
if (stepDir.magnitude > 0.1f)
{
float stepDist = _references.Controller.radius + 0.05f;
if (!Physics.Raycast(stepOrigin, stepDir, stepDist))
{
Vector3 probeOrigin = stepOrigin + stepDir * stepDist;
if (Physics.Raycast(probeOrigin, Vector3.down, out RaycastHit hit, _settings.StepHeight))
{
float stepUp = hit.point.y - feetY;
if (stepUp > 0.05f)
moveDelta.y = Mathf.Max(moveDelta.y, stepUp);
}
}
}
}
// ── Apply ───────────────────────────────────────────────────────────
if (_jumpping)
moveDelta.y = jumpOffset;
else
else if (!isGrounded)
moveDelta.y -= _settings.Gravity * Time.deltaTime;
else moveDelta.y = -0.1f;
if (_references.Controller)
_references.Controller.Move(moveDelta);
else
transform.position += moveDelta;
// Rotate
// ── Rotate ──────────────────────────────────────────────────────────
switch (_settings.Mode)
{
case PlayerModes.FirstPerson:
if (cam && !_isPaused)
{
Vector2 delta = _lookInput;
float mouseX = _lookInput.x * _firstPerson.SensitivityX;
float mouseY = _lookInput.y * _firstPerson.SensitivityY * -1;
float mouseX = delta.x * _firstPerson.SensitivityX;
float mouseY = delta.y * _firstPerson.SensitivityY * -1;
_yaw += mouseX;
_pitch = Mathf.Clamp(_pitch + mouseY, _firstPerson.MinPitch, _firstPerson.MaxPitch);
_yaw += mouseX;
_pitch = Mathf.Clamp(_pitch + mouseY, _firstPerson.MinPitch, _firstPerson.MaxPitch);
transform.rotation = Quaternion.Euler(0, _yaw, 0);
transform.rotation = Quaternion.Euler(0, _yaw, 0);
cam.transform.localRotation = Quaternion.Euler(_pitch, 0, 0);
}
break;
@@ -237,74 +296,61 @@ namespace OctoCore.Components
if (_moveInertia.magnitude > .002f)
{
Vector3 offset = _moveInertia - _moveDirection;
offset *= _moveInertia.magnitude * _runInertia;
offset = Vector3.ClampMagnitude(offset * 1f, 1f);
Vector3 up = (Vector3.up - offset).normalized;
offset *= _moveInertia.magnitude * _runInertia;
offset = Vector3.ClampMagnitude(offset, 1f);
Vector3 up = (Vector3.up - offset).normalized;
Quaternion lookRot = Quaternion.LookRotation(_moveInertia, up);
targetRot = Quaternion.Lerp(targetRot, lookRot, t * 30);
targetRot = Quaternion.Lerp(targetRot, lookRot, t * 30);
}
transform.rotation = targetRot;
break;
}
}
// Reset
// ── Reset ───────────────────────────────────────────────────────────
_moveInput = Vector2.zero;
_lookInput = Vector2.zero;
_runInput = false;
_runInput = false;
}
public void Teleport(Vector3 position, Quaternion rotation)
{
_isPaused = _jumpInput = _jumpping = _runInput = false;
_runInertia = _jumpLerp = _jumpTime = _jumpAltitude = 0;
_moveInput = _lookInput = Vector2.zero;
_moveInput = _lookInput = Vector2.zero;
_moveInertia = _moveDirection = Vector3.zero;
_yaw = rotation.eulerAngles.y;
_yaw = rotation.eulerAngles.y;
_pitch = 0;
if (_references.Controller)
_references.Controller.enabled = false;
if (_references.Controller) _references.Controller.enabled = false;
transform.position = position;
transform.rotation = rotation;
if (_references.Controller)
_references.Controller.enabled = true;
if (_references.Controller) _references.Controller.enabled = true;
}
public void Pause(bool pause)
{
_isPaused = pause;
if (OctoCore.Instance)
OctoCore.Instance.UI.SetCursor();
if (OctoCore.Instance) OctoCore.Instance.UI.SetCursor();
}
// Convenience methods for external scripts
public void SetCanJump(bool value) => _settings.CanJump = value;
public void SetCanRun(bool value) => _settings.CanRun = value;
private void Move(Vector2 value) { _moveInput = value; }
private void Look(Vector2 value) { _lookInput = value; }
private void Run() { _runInput = true; }
private void Run() { _runInput = true; }
private void Jump() { _jumpInput = true; }
private void SetMode()
{
switch (_settings.Mode)
{
case PlayerModes.FirstPerson:
// Activate First Person Camera
break;
case PlayerModes.ThirdPerson:
// Activate Third Person Camera
break;
case PlayerModes.FirstPerson: break;
case PlayerModes.ThirdPerson: break;
}
}
/*public static float Arc(float x)
{
x = Mathf.Clamp01(x) * 2 - 1f;
return Mathf.Sqrt(1f - x * x);
}*/
}
}