Files
Ipseity-Demo/Assets/Unheimlich_POC/Scripts/Features/Player/Runtime/CameraHeadBob.cs
T

190 lines
7.5 KiB
C#

using UnityEngine;
using Unheimlich.Core.Interaction;
using Unheimlich.World.CameraSystem;
namespace Unheimlich.Features.Player
{
/// <summary>
/// Simulates camera head bobbing motion during player movement and idle states.
/// Smoothly transitions between idle, walk and run bob parameters.
/// Adds a subtle Z-axis roll to the bob and a strafe tilt applied in LateUpdate.
///
/// Sprint bob is automatically disabled when OctoPlayer.CanRun is false,
/// since IsRunning already returns false in that case.
/// </summary>
public class CameraHeadBob : MonoBehaviour
{
private float _timer = 0f;
private Vector3 _startLocalPos;
// Smoothly interpolated bob parameters to avoid brutal state switches.
private float _currentBobSpeed = 0f;
private float _currentBobAmplitude = 0f;
// Strafe tilt (Z roll applied in LateUpdate, after OctoPlayer sets camera pitch).
private float _currentTilt = 0f;
private HeadBobMode _overrideMode = HeadBobMode.Normal;
private bool _hasOverride = false;
private Coroutine _resetCoroutine;
private void Start()
{
_startLocalPos = transform.localPosition;
}
private void Update()
{
if (OctoCore.Components.OctoPlayer.Instance == null || 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)
{
SetBobDirect(settings.idleBobSpeed, 0f);
ApplySmoothedBob(settings.bobRollAmplitude);
return;
}
bool forceIdle = currentMode == HeadBobMode.Idle
|| (PlayerInspectionHandler.Instance != null && PlayerInspectionHandler.Instance.IsInspecting);
if (forceIdle)
{
SetBobDirect(settings.idleBobSpeed, settings.idleBobAmplitude);
ApplySmoothedBob(settings.bobRollAmplitude);
return;
}
bool isGrounded = PlayerController.Instance.CharController.isGrounded;
if (!isGrounded)
{
SetBobDirect(settings.idleBobSpeed, 0f);
ApplySmoothedBob(settings.bobRollAmplitude);
return;
}
// Drive bob parameters directly from the actual physics velocity.
float horizontalSpeed = new Vector3(
PlayerController.Instance.CharController.velocity.x,
0f,
PlayerController.Instance.CharController.velocity.z
).magnitude;
// IsRunning already returns false when OctoPlayer.CanRun is off —
// so the bob falls back to walk params automatically.
bool isRunning = OctoCore.Components.OctoPlayer.Instance.IsRunning;
const float WalkSpeedMs = 10f / 3.6f;
const float RunSpeedMs = 20f / 3.6f;
float maxSpeed = isRunning ? RunSpeedMs : WalkSpeedMs;
float t = Mathf.Clamp01(horizontalSpeed / maxSpeed);
float targetSpeed = Mathf.Lerp(settings.idleBobSpeed, isRunning ? settings.runBobSpeed : settings.walkBobSpeed, t);
float targetAmplitude = Mathf.Lerp(settings.idleBobAmplitude, isRunning ? settings.runBobAmplitude : settings.walkBobAmplitude, t);
SetBobDirect(targetSpeed, targetAmplitude);
ApplySmoothedBob(settings.bobRollAmplitude);
}
/// <summary>
/// Applies strafe tilt in LateUpdate so it composites correctly over OctoPlayer's pitch rotation.
/// </summary>
private void LateUpdate()
{
if (PlayerController.Instance == null || PlayerController.Instance.CharController == null)
return;
var settings = PlayerController.Instance.CameraEffects?.Settings;
if (settings == null) return;
Vector3 velocity = PlayerController.Instance.CharController.velocity;
float strafeAmount = Vector3.Dot(velocity, PlayerController.Instance.transform.right);
float runSpeedMs = PlayerController.Instance.Movement != null ? 20f / 3.6f : 5.5f;
float strafeFactor = Mathf.Clamp(strafeAmount / runSpeedMs, -1f, 1f);
float targetTilt = -strafeFactor * settings.strafeTiltAngle;
_currentTilt = Mathf.Lerp(_currentTilt, targetTilt, Time.deltaTime * settings.strafeTiltSpeed);
Quaternion baseRot = transform.localRotation;
transform.localRotation = baseRot * Quaternion.Euler(0f, 0f, _currentTilt);
}
// ── Public API ────────────────────────────────────────────────────────────
/// <summary>Overrides the head bob mode (Idle, Normal, Disabled).</summary>
public void SetMode(HeadBobMode mode)
{
_overrideMode = mode;
_hasOverride = true;
}
/// <summary>Clears any active mode override and returns to Normal.</summary>
public void ClearOverride()
{
_hasOverride = false;
if (_resetCoroutine != null)
{
StopCoroutine(_resetCoroutine);
_resetCoroutine = null;
}
}
/// <summary>Lerps the camera local position back to origin over <paramref name="duration"/> seconds.</summary>
public void LerpToZero(float duration)
{
if (_resetCoroutine != null)
StopCoroutine(_resetCoroutine);
_resetCoroutine = StartCoroutine(LerpToZeroCoroutine(duration));
}
// ── Private helpers ───────────────────────────────────────────────────────
private void SetBobDirect(float speed, float amplitude)
{
_currentBobSpeed = speed;
_currentBobAmplitude = amplitude;
}
private void ApplySmoothedBob(float rollAmplitude)
{
_timer += Time.deltaTime * _currentBobSpeed;
float x = Mathf.Sin(_timer * 0.5f) * _currentBobAmplitude * 0.6f;
float y = Mathf.Cos(_timer) * _currentBobAmplitude;
float roll = Mathf.Sin(_timer * 0.5f + Mathf.PI * 0.25f) * rollAmplitude * (_currentBobAmplitude / Mathf.Max(0.001f, 0.03f));
Vector3 newPos = _startLocalPos;
newPos.x += x;
newPos.y += y;
transform.localPosition = newPos;
transform.localRotation = Quaternion.Euler(0f, 0f, roll);
}
private System.Collections.IEnumerator LerpToZeroCoroutine(float duration)
{
Vector3 startPos = transform.localPosition;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
transform.localPosition = Vector3.Lerp(startPos, _startLocalPos, t);
yield return null;
}
transform.localPosition = _startLocalPos;
_resetCoroutine = null;
}
}
}