- Add PlayerCharacterController script: CharacterController-based movement (camera-relative WASD), jump, gravity, rotate-toward-movement and slope sliding so the player slides off surfaces/edges steeper than the slope limit instead of balancing on them. - Update SampleScene: add Player (with CharacterController), ground plane and obstacle cubes; parent the paintable paintman_UV under the Player. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
213 lines
8.3 KiB
C#
213 lines
8.3 KiB
C#
using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// Simple first/third-person style character controller driven by a
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/// <see cref="CharacterController"/>: WASD for horizontal movement and Space to jump.
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///
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/// Movement can be camera-relative (W moves away from the camera) so it feels
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/// natural with the fixed scene camera. Gravity and jumping are integrated
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/// manually because CharacterController does not apply physics on its own.
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///
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/// The script reads input through the new Input System (Keyboard.current) when it
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/// is enabled, and falls back to the legacy Input Manager otherwise. The project
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/// currently runs the new Input System only.
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///
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/// Attach this to the Player GameObject (the one that owns the CharacterController).
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///
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/// Note: the class is intentionally named PlayerCharacterController to avoid a
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/// name clash with Unity.VisualScripting's example "PlayerController" type.
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/// </summary>
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[RequireComponent(typeof(CharacterController))]
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[DisallowMultipleComponent]
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public class PlayerCharacterController : MonoBehaviour
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{
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[Header("Movement")]
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[Tooltip("Horizontal movement speed in units per second.")]
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public float moveSpeed = 4f;
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[Tooltip("If ON, WASD is interpreted relative to the camera (W = away from " +
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"the camera). If OFF, WASD moves along the world X/Z axes.")]
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public bool cameraRelative = true;
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[Tooltip("Camera used for camera-relative movement. Empty = Camera.main.")]
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public Transform cameraTransform;
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[Header("Rotation")]
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[Tooltip("If ON, the character smoothly turns to face its movement direction.")]
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public bool rotateTowardMovement = true;
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[Tooltip("Turn speed in degrees per second (used when 'Rotate Toward Movement' is on).")]
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public float rotationSpeed = 720f;
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[Header("Jump & Gravity")]
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[Tooltip("Peak jump height in units.")]
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public float jumpHeight = 1.2f;
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[Tooltip("Gravity in units per second squared (negative = downward).")]
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public float gravity = -19.62f;
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[Tooltip("Small downward velocity kept while grounded so the controller " +
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"stays firmly on the ground (and isGrounded stays reliable).")]
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public float groundedStickVelocity = -2f;
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[Header("Slope Sliding")]
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[Tooltip("If ON, the character slides down surfaces steeper than the " +
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"CharacterController's Slope Limit (and off sharp edges/corners) " +
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"instead of balancing on them.")]
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public bool slideDownSteepSlopes = true;
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[Tooltip("How quickly the slide accelerates while on a too-steep surface " +
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"(units per second squared).")]
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public float slideAcceleration = 20f;
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[Tooltip("Maximum downhill slide speed (units per second).")]
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public float maxSlideSpeed = 8f;
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[Tooltip("How much steering control the player keeps while sliding " +
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"(0 = none, 1 = full normal control).")]
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[Range(0f, 1f)]
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public float slideControl = 0.3f;
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private CharacterController _controller;
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private float _verticalVelocity;
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// Ground contact normal collected from the latest Move (used for slope sliding).
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private Vector3 _groundNormal = Vector3.up;
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private bool _groundNormalUpdated;
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private float _slideSpeed;
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void Awake()
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{
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_controller = GetComponent<CharacterController>();
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if (cameraTransform == null && Camera.main != null)
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cameraTransform = Camera.main.transform;
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}
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void Update()
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{
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// --- Read input -----------------------------------------------------
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float h = 0f, v = 0f;
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bool jumpPressed = false;
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#if ENABLE_INPUT_SYSTEM
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var keyboard = Keyboard.current;
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if (keyboard != null)
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{
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if (keyboard.aKey.isPressed) h -= 1f;
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if (keyboard.dKey.isPressed) h += 1f;
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if (keyboard.sKey.isPressed) v -= 1f;
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if (keyboard.wKey.isPressed) v += 1f;
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jumpPressed = keyboard.spaceKey.wasPressedThisFrame;
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}
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#else
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h = Input.GetAxisRaw("Horizontal");
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v = Input.GetAxisRaw("Vertical");
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jumpPressed = Input.GetButtonDown("Jump");
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#endif
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// --- Build the horizontal move direction ----------------------------
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Vector3 inputDir = new Vector3(h, 0f, v);
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if (inputDir.sqrMagnitude > 1f)
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inputDir.Normalize();
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Vector3 moveDir;
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if (cameraRelative && cameraTransform != null)
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{
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// Project the camera axes onto the ground plane so movement stays horizontal.
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Vector3 forward = cameraTransform.forward;
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forward.y = 0f;
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forward.Normalize();
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Vector3 right = cameraTransform.right;
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right.y = 0f;
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right.Normalize();
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moveDir = forward * inputDir.z + right * inputDir.x;
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}
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else
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{
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moveDir = inputDir;
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}
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// --- Evaluate the ground slope (for sliding) ------------------------
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// The ground normal is gathered in OnControllerColliderHit during the
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// previous Move. If it is steeper than the controller's Slope Limit, the
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// surface is too steep to stand on (this also covers balancing on a sharp
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// box edge/corner, whose contact normal is steep).
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float slopeAngle = Vector3.Angle(_groundNormal, Vector3.up);
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bool onSteepSlope = slideDownSteepSlopes
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&& _controller.isGrounded
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&& slopeAngle > _controller.slopeLimit + 0.01f;
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// --- Gravity & jumping ---------------------------------------------
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if (_controller.isGrounded)
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{
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// Reset accumulated fall speed and keep a small downward bias on the ground.
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if (_verticalVelocity < 0f)
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_verticalVelocity = groundedStickVelocity;
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// No jumping off a slope that is too steep to stand on.
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if (jumpPressed && !onSteepSlope)
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_verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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_verticalVelocity += gravity * Time.deltaTime;
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// --- Slope sliding --------------------------------------------------
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Vector3 slideVelocity = Vector3.zero;
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if (onSteepSlope)
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{
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// Steepest-descent direction along the slope surface.
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Vector3 slideDir = Vector3.ProjectOnPlane(Vector3.down, _groundNormal).normalized;
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// Accelerate the slide up to the maximum slide speed.
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_slideSpeed = Mathf.Min(_slideSpeed + slideAcceleration * Time.deltaTime, maxSlideSpeed);
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slideVelocity = slideDir * _slideSpeed;
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// While sliding the player keeps only reduced steering control.
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moveDir *= slideControl;
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}
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else
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{
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_slideSpeed = 0f;
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}
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// --- Apply movement -------------------------------------------------
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Vector3 velocity = moveDir * moveSpeed + slideVelocity + Vector3.up * _verticalVelocity;
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// Reset the per-frame ground-normal collection, then Move (which fires
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// OnControllerColliderHit), then fall back to "up" if nothing was hit.
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_groundNormalUpdated = false;
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_controller.Move(velocity * Time.deltaTime);
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if (!_groundNormalUpdated)
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_groundNormal = Vector3.up;
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// --- Rotate toward the movement direction ---------------------------
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if (rotateTowardMovement && moveDir.sqrMagnitude > 0.0001f)
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{
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Quaternion target = Quaternion.LookRotation(moveDir, Vector3.up);
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transform.rotation = Quaternion.RotateTowards(
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transform.rotation, target, rotationSpeed * Time.deltaTime);
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}
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}
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/// <summary>
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/// Collects the ground contact normal during <see cref="CharacterController.Move"/>.
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/// Walls and ceilings (normal pointing sideways or down) are ignored; among the
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/// upward-facing contacts the flattest one is kept, which represents the surface
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/// the character is actually standing on.
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/// </summary>
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private void OnControllerColliderHit(ControllerColliderHit hit)
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{
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// Ignore near-vertical walls and ceilings.
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if (hit.normal.y <= 0.05f)
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return;
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// Keep the flattest (most supportive) contact seen this frame.
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if (!_groundNormalUpdated || hit.normal.y > _groundNormal.y)
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{
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_groundNormal = hit.normal;
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_groundNormalUpdated = true;
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}
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}
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}
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