Files
chameleon/Assets/Scripts/PlayerPose.cs
T
adminandClaude Opus 4.8 382bfb36df Refactor scripts: dedup remainder, remove dead code, perf hardening
Iteration 4 over Assets/Scripts (no component/file splits, no Unity assets touched):

Dedup:
- Route inline cursor-release, material guards, Ctrl-held and undo/redo
  input through existing InputUtil / SetMatFloat helpers
- Add ungated InputUtil.KeyPressedThisFrame; GameplayKeyPressed builds on it
- Unify FindDeep/FindDeepChild into GeometryUtil.FindDeep

Dead code / stale docs:
- Remove unused code-gen bake path (HsvColorPicker.Build, PaintHud factory)
- Drop unreferenced symbols (SubPhaseChanged event, LocalPhaseDuration,
  IsLocalSceneMain, MouseSensitivity.Changed, IsPaused, InSession,
  NetworkControlled, PreviousPose, JointCount, voxel-count accessors)
- Fix incorrect PlayerRole / PaintHud / Pick / PlayerPose docs

Perf / robustness (behaviour-neutral):
- ConcealmentMeter.Evaluate: reuse vertex/topology buffers, two-pointer
  crossing count
- BuildMeshCaches: alloc-free vertex copy, cached topology/UVs
- Guard all PlayerPaintSync LogSync sites behind logSync
- Cache LocalViewerIsHunter / controller / CanShoot / TypingGuard lookups;
  dedup LocalIsHunter with MatchHud
- Change-guard RefreshEmissionColor and HeroCutout.Disarm
- Cache scene/countdown string comparisons per frame
- Grow NonAlloc buffers and log-once on saturation

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 13:33:18 +02:00

90 lines
4.8 KiB
C#

using UnityEngine;
/// <summary>
/// A selectable player pose: an idle <see cref="AnimationClip"/> 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.
///
/// Named PlayerPose (not Pose) to avoid shadowing the built-in UnityEngine.Pose struct, mirroring
/// why the controller is PlayerCharacterController and not just "PlayerController".
/// </summary>
[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;
// Read-only accessors; semantics are documented on the serialized fields' tooltips above.
public AnimationClip Clip => clip;
public float ClipSpeed => clipSpeed;
public AnimationClip WalkClip => walkClip;
public float WalkClipSpeed => walkClipSpeed;
public AnimationClip RunClip => runClip;
public float RunClipSpeed => runClipSpeed;
public AnimationClip FallClip => fallClip;
public float FallClipSpeed => fallClipSpeed;
public float ControllerCenterY => controllerCenterY;
public float ControllerRadius => controllerRadius;
public float ControllerHeight => controllerHeight;
public float CameraTargetYOffset => cameraTargetYOffset;
public float FirstPersonCameraTargetYOffset => firstPersonCameraTargetYOffset;
}