using UnityEngine;
///
/// A selectable player pose: an idle held while the player stands still,
/// plus optional walk and run clips that the pose system plays itself (the Animator stays empty) while
/// moving on the ground, its own CharacterController capsule dimensions (so a low pose like a ball can
/// crawl under furniture the default standing capsule is too tall for), and a camera-target y-offset that
/// frames the pose without moving the body. The first ScriptableObject in this project.
///
/// Named PlayerPose (not Pose) to avoid shadowing the built-in UnityEngine.Pose struct, mirroring
/// why the controller is PlayerCharacterController and not just "PlayerController".
///
[CreateAssetMenu(fileName = "NewPose", menuName = "Chameleon/Pose")]
public class PlayerPose : ScriptableObject
{
[Tooltip("Clip held while the player is idle in this pose (looped if the clip itself loops, " +
"otherwise frozen on its last frame). Authored for the paintman generic rig; clips for " +
"other hierarchies will not retarget.")]
[SerializeField] private AnimationClip clip;
[Tooltip("Playback speed multiplier for the idle clip. 1 = authored speed.")]
[Range(0.1f, 3f)]
[SerializeField] private float clipSpeed = 1f;
[Tooltip("Optional. Played instead of the idle clip while walking on the ground (moving, not " +
"sprinting). Leave empty to keep holding the idle pose while walking. Should loop.")]
[SerializeField] private AnimationClip walkClip;
[Tooltip("Playback speed multiplier for the walk clip. 1 = authored speed.")]
[Range(0.1f, 3f)]
[SerializeField] private float walkClipSpeed = 1f;
[Tooltip("Optional. Played instead of the idle clip while sprinting on the ground. Leave empty to " +
"keep holding the idle pose while sprinting. Should loop.")]
[SerializeField] private AnimationClip runClip;
[Tooltip("Playback speed multiplier for the run clip. 1 = authored speed.")]
[Range(0.1f, 3f)]
[SerializeField] private float runClipSpeed = 1f;
[Tooltip("Optional. Played instead of the idle clip while falling (airborne and descending past the " +
"controller's fall threshold). Leave empty to keep holding the idle pose while falling. Should loop.")]
[SerializeField] private AnimationClip fallClip;
[Tooltip("Playback speed multiplier for the fall clip. 1 = authored speed.")]
[Range(0.1f, 3f)]
[SerializeField] private float fallClipSpeed = 1f;
[Header("Collision")]
[Tooltip("CharacterController capsule center Y while this pose is active (meters, local space). Lower " +
"this together with Height so a short pose still rests its feet on the floor.")]
[SerializeField] private float controllerCenterY = 0.66f;
[Tooltip("CharacterController capsule radius while this pose is active (meters). Unity clamps it to " +
"half the height.")]
[Min(0.01f)]
[SerializeField] private float controllerRadius = 0.1f;
[Tooltip("CharacterController capsule height while this pose is active (meters). Lower it (with Center " +
"Y) so a ball/star pose can crawl under a table or couch the default capsule is too tall for.")]
[Min(0.01f)]
[SerializeField] private float controllerHeight = 1.3f;
[Tooltip("Local-up offset applied to the camera target (the ThirdPersonCamera's follow/look target) " +
"while this pose is active, in ANY state. Frames the pose by raising/lowering what the camera " +
"tracks, without moving the body. Meters.")]
[SerializeField] private float cameraTargetYOffset;
[Tooltip("Additional local-up offset applied to the first-person eye (the FirstPersonController's camera " +
"position) while this pose is active, on top of the shared camera target. Only affects first " +
"person — never the body or the ThirdPersonCamera. Lets a low pose (ball/star) keep its eye at a " +
"sensible height even though the camera target sits where third-person frames it. Meters.")]
[SerializeField] private float firstPersonCameraTargetYOffset;
/// Idle clip held while the player stands still in this pose (may be null).
public AnimationClip Clip => clip;
/// Playback speed multiplier for the idle clip (1 = authored speed).
public float ClipSpeed => clipSpeed;
/// Optional clip played while walking on the ground; null = hold the idle pose.
public AnimationClip WalkClip => walkClip;
/// Playback speed multiplier for the walk clip (1 = authored speed).
public float WalkClipSpeed => walkClipSpeed;
/// Optional clip played while sprinting on the ground; null = hold the idle pose.
public AnimationClip RunClip => runClip;
/// Playback speed multiplier for the run clip (1 = authored speed).
public float RunClipSpeed => runClipSpeed;
/// Optional clip played while falling; null = hold the idle pose.
public AnimationClip FallClip => fallClip;
/// Playback speed multiplier for the fall clip (1 = authored speed).
public float FallClipSpeed => fallClipSpeed;
/// CharacterController capsule center Y applied while this pose is active.
public float ControllerCenterY => controllerCenterY;
/// CharacterController capsule radius applied while this pose is active.
public float ControllerRadius => controllerRadius;
/// CharacterController capsule height applied while this pose is active.
public float ControllerHeight => controllerHeight;
/// Local-up offset applied to the camera target while this pose is active (any state).
public float CameraTargetYOffset => cameraTargetYOffset;
/// Additional local-up offset for the first-person eye, on top of the camera target (first person only).
public float FirstPersonCameraTargetYOffset => firstPersonCameraTargetYOffset;
}