356 lines
14 KiB
C#
356 lines
14 KiB
C#
using OctoCore.Inputs;
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using UnityEngine;
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namespace OctoCore.Components
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{
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public class OctoPlayer : MonoBehaviour
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{
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public static OctoPlayer Instance { get; private set; }
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public enum PlayerModes { FirstPerson, ThirdPerson }
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public enum Orientations { World, Camera }
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[System.Serializable]
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private class References
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{
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public CharacterController Controller;
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}
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[System.Serializable]
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private class Settings
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{
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public PlayerModes Mode = PlayerModes.FirstPerson;
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public Orientations Orientation = Orientations.Camera;
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[Tooltip("Walk speed (km/h).")]
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public float WalkSpeed = 10;
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[Tooltip("Run speed (km/h).")]
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public float RunSpeed = 20;
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[Tooltip("Jump duration (seconds).")]
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public float JumpDuration = .4f;
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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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private class Mapping
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{
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public OctoActions MoveAction;
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public OctoActions LookAction;
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public OctoActions RunAction;
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public OctoActions JumpAction;
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}
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[System.Serializable]
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private class FirstPerson
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{
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[Header("References")]
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public Camera Camera;
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[Header("Settings")]
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[Tooltip("Horizontal sensitivity (Yaw).")]
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public float SensitivityX = 0.1f;
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[Tooltip("Vertical sensitivity (Pitch).")]
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public float SensitivityY = 0.1f;
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[Tooltip("Minimum pitch (looking down).")]
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public float MinPitch = -80f;
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[Tooltip("Maximum pitch (looking up).")]
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public float MaxPitch = 80f;
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}
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[SerializeField] private References _references;
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[SerializeField] private Settings _settings;
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[SerializeField] private Mapping _mapping;
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[SerializeField] private FirstPerson _firstPerson;
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private bool _isPaused;
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private bool _jumpInput;
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private bool _jumpping;
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private bool _runInput;
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private float _runInertia;
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private float _yaw;
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private float _pitch;
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private float _jumpLerp;
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private float _jumpTime;
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private float _jumpAltitude;
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private Vector2 _moveInput;
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private Vector2 _lookInput;
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private Vector3 _moveInertia;
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private Vector3 _moveDirection;
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public bool IsPaused => _isPaused;
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public float Radius => _references.Controller ? _references.Controller.radius : 0;
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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 => _yaw;
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set => _yaw = value;
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}
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public float Pitch
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{
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get => _pitch;
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set => _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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else Destroy(gameObject);
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OctoCore.Instance.Inputs.SubscribeAction(_mapping.MoveAction, Move);
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OctoCore.Instance.Inputs.SubscribeAction(_mapping.LookAction, Look);
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OctoCore.Instance.Inputs.SubscribeAction(_mapping.RunAction, Run);
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OctoCore.Instance.Inputs.SubscribeAction(_mapping.JumpAction, Jump);
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_yaw = transform.eulerAngles.y;
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Pause(_isPaused);
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}
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void OnDisable()
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{
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OctoCore.Instance.Inputs.UnsubscribeAction(_mapping.MoveAction, Move);
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OctoCore.Instance.Inputs.UnsubscribeAction(_mapping.RunAction, Run);
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OctoCore.Instance.Inputs.UnsubscribeAction(_mapping.JumpAction, Jump);
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if (Instance == this) Instance = null;
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}
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void Update()
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{
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_moveInput = _isPaused ? 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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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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// ── 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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move = camRight * move.x + camForward * move.z;
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}
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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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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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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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{
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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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_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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{
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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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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 moveDelta.y = -0.1f;
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if (_references.Controller)
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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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switch (_settings.Mode)
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{
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case PlayerModes.FirstPerson:
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if (cam && !_isPaused)
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{
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float mouseX = _lookInput.x * _firstPerson.SensitivityX;
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float mouseY = _lookInput.y * _firstPerson.SensitivityY * -1;
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_yaw += mouseX;
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_pitch = Mathf.Clamp(_pitch + mouseY, _firstPerson.MinPitch, _firstPerson.MaxPitch);
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transform.rotation = Quaternion.Euler(0, _yaw, 0);
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cam.transform.localRotation = Quaternion.Euler(_pitch, 0, 0);
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}
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break;
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case PlayerModes.ThirdPerson:
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{
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Quaternion targetRot = transform.rotation;
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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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Quaternion lookRot = Quaternion.LookRotation(_moveInertia, up);
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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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_moveInput = Vector2.zero;
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_lookInput = Vector2.zero;
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_runInput = false;
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}
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public void Teleport(Vector3 position, Quaternion rotation)
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{
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_isPaused = _jumpInput = _jumpping = _runInput = false;
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_runInertia = _jumpLerp = _jumpTime = _jumpAltitude = 0;
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_moveInput = _lookInput = Vector2.zero;
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_moveInertia = _moveDirection = Vector3.zero;
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_yaw = rotation.eulerAngles.y;
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_pitch = 0;
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if (_references.Controller) _references.Controller.enabled = false;
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transform.position = position;
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transform.rotation = rotation;
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if (_references.Controller) _references.Controller.enabled = true;
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}
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public void Pause(bool pause)
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{
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_isPaused = pause;
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if (OctoCore.Instance) OctoCore.Instance.UI.SetCursor();
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}
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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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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 Jump() { _jumpInput = true; }
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private void SetMode()
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{
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switch (_settings.Mode)
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{
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case PlayerModes.FirstPerson: break;
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case PlayerModes.ThirdPerson: break;
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}
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}
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}
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} |