# Conflicts: # Assets/TextMesh Pro/Fonts/TMP_Assets/CourierPrime-Regular SDF.asset # Assets/TextMesh Pro/Fonts/TMP_Assets/CutiveMono-Regular SDF.asset # Assets/TextMesh Pro/Fonts/TMP_Assets/Inconsolata-VariableFont_wdth,wght SDF.asset # Assets/TextMesh Pro/Fonts/TMP_Assets/OxygenMono-Regular SDF.asset # Assets/TextMesh Pro/Fonts/TMP_Assets/ShareTechMono-Regular SDF.asset # Assets/TextMesh Pro/Fonts/TMP_Assets/SpecialElite-Regular SDF.asset # Assets/_Content/Prefabs/OctoPlayerFP.prefab # Packages/OctoCore/Runtime/Scripts/Components/OctoPlayer.cs
178 lines
6.8 KiB
C#
178 lines
6.8 KiB
C#
using UnityEngine;
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using Unheimlich.Core.Interaction;
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using Unheimlich.World.CameraSystem;
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namespace Unheimlich.Features.Player
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{
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/// <summary>
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/// Simulates camera head bobbing motion during player movement and idle states.
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/// Smoothly transitions between idle, walk and run bob parameters.
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/// Adds a subtle Z-axis roll to the bob and a strafe tilt applied in LateUpdate.
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/// Both rolls are combined additively to avoid asymmetric drift.
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/// </summary>
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public class CameraHeadBob : MonoBehaviour
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{
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private float _timer = 0f;
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private Vector3 _startLocalPos;
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private float _currentBobSpeed = 0f;
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private float _currentBobAmplitude = 0f;
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private float _currentBobRoll = 0f;
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private float _currentTilt = 0f;
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private CameraEffects.HeadBobMode _overrideMode = CameraEffects.HeadBobMode.Normal;
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private bool _hasOverride = false;
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private Coroutine _resetCoroutine;
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private void Start()
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{
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_startLocalPos = transform.localPosition;
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}
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private void Update()
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{
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if (OctoCore.Components.OctoPlayer.Instance == null || PlayerController.Instance == null || PlayerController.Instance.CharController == null)
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return;
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var settings = PlayerController.Instance.CameraEffects?.Settings;
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if (settings == null) return;
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CameraEffects.HeadBobMode currentMode = _hasOverride ? _overrideMode : CameraEffects.HeadBobMode.Normal;
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if (currentMode == CameraEffects.HeadBobMode.Disabled)
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{
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SetBobDirect(settings.idleBobSpeed, 0f);
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_currentBobRoll = ApplySmoothedBob(settings.bobRollAmplitude);
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return;
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}
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if (currentMode == CameraEffects.HeadBobMode.Idle)
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{
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SetBobDirect(settings.idleBobSpeed, settings.idleBobAmplitude);
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_currentBobRoll = ApplySmoothedBob(settings.bobRollAmplitude);
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return;
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}
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bool isGrounded = PlayerController.Instance.CharController.isGrounded;
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if (!isGrounded)
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{
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SetBobDirect(settings.idleBobSpeed, 0f);
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_currentBobRoll = ApplySmoothedBob(settings.bobRollAmplitude);
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return;
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}
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float horizontalSpeed = new Vector3(
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PlayerController.Instance.CharController.velocity.x,
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0f,
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PlayerController.Instance.CharController.velocity.z
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).magnitude;
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bool isRunning = OctoCore.Components.OctoPlayer.Instance.State.IsRunning;
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const float WalkSpeedMs = 10f / 3.6f;
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const float RunSpeedMs = 20f / 3.6f;
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float maxSpeed = isRunning ? RunSpeedMs : WalkSpeedMs;
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float t = Mathf.Clamp01(horizontalSpeed / maxSpeed);
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float targetSpeed = Mathf.Lerp(settings.idleBobSpeed, isRunning ? settings.runBobSpeed : settings.walkBobSpeed, t);
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float targetAmplitude = Mathf.Lerp(settings.idleBobAmplitude, isRunning ? settings.runBobAmplitude : settings.walkBobAmplitude, t);
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SetBobDirect(targetSpeed, targetAmplitude);
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_currentBobRoll = ApplySmoothedBob(settings.bobRollAmplitude);
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}
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private void LateUpdate()
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{
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if (PlayerController.Instance == null || PlayerController.Instance.CharController == null)
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return;
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var settings = PlayerController.Instance.CameraEffects?.Settings;
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if (settings == null) return;
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Vector3 velocity = PlayerController.Instance.CharController.velocity;
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float strafeAmount = Vector3.Dot(velocity, PlayerController.Instance.transform.right);
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float runSpeedMs = PlayerController.Instance.Movement != null ? 20f / 3.6f : 5.5f;
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float strafeFactor = Mathf.Clamp(strafeAmount / runSpeedMs, -1f, 1f);
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float targetTilt = -strafeFactor * settings.strafeTiltAngle;
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_currentTilt = Mathf.Lerp(_currentTilt, targetTilt, Time.deltaTime * settings.strafeTiltSpeed);
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// Combine bob roll + strafe tilt additively
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transform.localRotation = Quaternion.Euler(0f, 0f, _currentBobRoll + _currentTilt);
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}
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// ── Public API ────────────────────────────────────────────────────────────
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public void SetMode(CameraEffects.HeadBobMode mode)
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{
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_overrideMode = mode;
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_hasOverride = true;
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}
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public void ClearOverride()
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{
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_hasOverride = false;
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if (_resetCoroutine != null)
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{
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StopCoroutine(_resetCoroutine);
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_resetCoroutine = null;
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}
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}
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public void LerpToZero(float duration)
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{
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if (_resetCoroutine != null)
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StopCoroutine(_resetCoroutine);
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_resetCoroutine = StartCoroutine(LerpToZeroCoroutine(duration));
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}
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// ── Private helpers ───────────────────────────────────────────────────────
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private void SetBobDirect(float speed, float amplitude)
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{
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_currentBobSpeed = speed;
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_currentBobAmplitude = amplitude;
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}
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/// <summary>
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/// Applies bob position and returns the Z roll value (degrees).
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/// Rotation is NOT set here — LateUpdate combines it with strafe tilt.
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/// </summary>
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private float ApplySmoothedBob(float rollAmplitude)
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{
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_timer += Time.deltaTime * _currentBobSpeed;
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float x = Mathf.Sin(_timer * 0.5f) * _currentBobAmplitude * 0.6f;
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float y = Mathf.Cos(_timer) * _currentBobAmplitude;
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float roll = Mathf.Sin(_timer * 0.5f + Mathf.PI * 0.25f) * rollAmplitude * (_currentBobAmplitude / Mathf.Max(0.001f, 0.03f));
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Vector3 newPos = _startLocalPos;
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newPos.x += x;
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newPos.y += y;
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transform.localPosition = newPos;
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return roll;
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}
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private System.Collections.IEnumerator LerpToZeroCoroutine(float duration)
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{
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Vector3 startPos = transform.localPosition;
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float elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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transform.localPosition = Vector3.Lerp(startPos, _startLocalPos, t);
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yield return null;
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}
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transform.localPosition = _startLocalPos;
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_resetCoroutine = null;
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}
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}
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} |