chore: Project Restructuring & Theatre
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Unheimlich.Core;
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using Unheimlich.Features.Player.Data;
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using Unheimlich.Features.Dialogue;
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using InputManager = Unheimlich.Core.Input.InputManager;
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using OctoCore.Components;
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namespace Unheimlich.Features.Player
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{
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/// <summary>
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/// Handles camera effects: aim assist, shake, and FOV kick on sprint.
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/// </summary>
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public class CameraEffects : MonoBehaviour
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{
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[Header("Settings")]
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public CameraEffectsSettings Settings;
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private float _shakeTimer = 0f;
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private float _shakeInterval;
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private Vector3 _shakeTarget;
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private Vector3 _shakeOriginalPos;
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private float _shakeSmoothness;
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private Vector3 _pendingAimAssistTarget;
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private bool _hasAimAssistTarget;
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// FOV kick
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private float _baseFov = -1f;
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private float _currentFovOffset = 0f;
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public bool IsAimLocked { get; private set; }
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public bool HasActiveLookInput { get; private set; }
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public bool IsUsingGamepad { get; private set; }
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private void Start()
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{
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if (Settings != null)
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_shakeInterval = 1f / Settings.shakeFrequency;
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if (PlayerController.Instance?.PlayerCamera != null)
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_baseFov = PlayerController.Instance.PlayerCamera.fieldOfView;
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}
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private void Update()
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{
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DetectInputDevice();
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UpdateFovKick();
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}
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private void LateUpdate()
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{
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if (_hasAimAssistTarget)
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ApplyAimAssistInternal(_pendingAimAssistTarget);
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}
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// ── FOV Kick ─────────────────────────────────────────────────────────────
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private void UpdateFovKick()
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{
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if (Settings == null || PlayerController.Instance?.PlayerCamera == null) return;
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// Capture base FOV once (handles cases where FOV is changed externally before Start).
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if (_baseFov < 0f)
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_baseFov = PlayerController.Instance.PlayerCamera.fieldOfView;
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float targetOffset = PlayerController.Instance.IsRunning ? Settings.fovKickAmount : 0f;
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_currentFovOffset = Mathf.Lerp(_currentFovOffset, targetOffset, Time.deltaTime * Settings.fovKickSpeed);
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PlayerController.Instance.PlayerCamera.fieldOfView = _baseFov + _currentFovOffset;
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}
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/// <summary>
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/// Resets the base FOV reference. Call this if the camera FOV is changed intentionally at runtime.
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/// </summary>
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public void ResetBaseFov()
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{
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if (PlayerController.Instance?.PlayerCamera != null)
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_baseFov = PlayerController.Instance.PlayerCamera.fieldOfView;
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}
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// ── Input device detection ────────────────────────────────────────────────
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private void DetectInputDevice()
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{
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Vector2 lookInput = InputManager.GetLookInput();
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HasActiveLookInput = lookInput.magnitude > 0.1f;
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if (Gamepad.current != null && Gamepad.current.rightStick.ReadValue().magnitude > 0.1f)
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IsUsingGamepad = true;
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else if (Mouse.current != null && Mouse.current.delta.ReadValue().magnitude > 0.1f)
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IsUsingGamepad = false;
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}
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// ── Camera Shake ──────────────────────────────────────────────────────────
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public void ShakeCamera(float amplitude, float smoothness = 0f)
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{
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if (PlayerController.Instance == null || PlayerController.Instance.CameraPivot == null || Settings == null)
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return;
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PlayerEvents.TriggerCameraShake(amplitude);
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_shakeSmoothness = smoothness;
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_shakeTimer -= Time.deltaTime;
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if (_shakeTimer <= 0f)
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{
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_shakeTimer = _shakeInterval * amplitude;
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_shakeOriginalPos = PlayerController.Instance.CameraPivot.position;
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float x = Random.Range(-1f, 1f) * amplitude;
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float y = Random.Range(-1f, 1f) * amplitude;
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_shakeTarget = _shakeOriginalPos + new Vector3(x, y, 0f);
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}
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if (_shakeSmoothness > 0f)
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{
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PlayerController.Instance.CameraPivot.position = Vector3.Lerp(
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PlayerController.Instance.CameraPivot.position,
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_shakeTarget,
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Time.deltaTime * _shakeSmoothness);
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}
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else
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{
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PlayerController.Instance.CameraPivot.position = _shakeTarget;
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}
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}
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// ── Aim Assist ────────────────────────────────────────────────────────────
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public void ApplyAimAssist(Vector3 targetCenter)
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{
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_pendingAimAssistTarget = targetCenter;
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_hasAimAssistTarget = true;
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}
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private void ApplyAimAssistInternal(Vector3 targetCenter)
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{
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if (PlayerController.Instance == null || PlayerController.Instance.CameraTransform == null || Settings == null)
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return;
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if (PlayerController.Instance.Movement == null)
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return;
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if (IsAimLocked && HasActiveLookInput)
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IsAimLocked = false;
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Vector3 directionToTarget = (targetCenter - PlayerController.Instance.CameraTransform.position).normalized;
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float angleError = Vector3.Angle(PlayerController.Instance.CameraTransform.forward, directionToTarget);
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if (IsAimLocked || angleError < Settings.aimAssistMaxAngle)
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{
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Vector3 targetDirection = directionToTarget;
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float targetYaw = Mathf.Atan2(targetDirection.x, targetDirection.z) * Mathf.Rad2Deg;
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float targetPitch = -Mathf.Asin(targetDirection.y) * Mathf.Rad2Deg;
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float currentYaw = OctoPlayer.Instance.State.Yaw;
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float currentPitch = OctoPlayer.Instance.State.Pitch;
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float newYaw = Mathf.LerpAngle(currentYaw, targetYaw, Settings.aimAssistStrength * Time.deltaTime);
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float newPitch = Mathf.Lerp(currentPitch, targetPitch, Settings.aimAssistStrength * Time.deltaTime);
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OctoPlayer.Instance.SetYaw(newYaw);
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OctoPlayer.Instance.SetPitch(newPitch);
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}
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_hasAimAssistTarget = false;
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}
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public void LockAim(bool locked)
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{
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IsAimLocked = locked;
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}
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}
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}
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