Add InsectController (transform-driven SphereCast surface following, no CharacterController/Rigidbody, no gravity or slope limit) and InsectMode as a third game mode. Wire it into GameModeManager with conditional registration so PlayerControl and Insect modes only join the Tab cycle when their controller is present. PaintMode/PlayerControlMode toggle the insect controller accordingly. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
336 lines
14 KiB
C#
336 lines
14 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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/// Gravity-free "insect" surface walker: crawls along any surface (floors, ramps,
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/// walls, ceilings, around convex/concave edges) regardless of slope. No
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/// CharacterController, no Rigidbody — the transform is moved kinematically and
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/// re-stuck to the surface every frame via sphere casts.
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///
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/// Each step: WASD is taken camera-relative (the camera stays world-up) and
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/// projected onto the current surface tangent plane, the body advances along that
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/// plane, then a small set of probes re-finds the surface to follow:
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/// 1. a wall directly ahead (concave corner) becomes the new ground,
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/// 2. otherwise a down-cast (into the surface) keeps the body stuck on
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/// flat/ramped/concave ground,
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/// 3. otherwise a forward-sweeping cast wraps the body over a convex edge.
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/// The body's up is aligned to the surface normal; its forward faces the move
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/// direction. Designed to coexist with <see cref="PlayerCharacterController"/> on
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/// the same GameObject, toggled by the GameModeManager (only one is enabled).
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/// </summary>
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[DisallowMultipleComponent]
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public class InsectController : MonoBehaviour
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{
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[Header("Movement")]
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[Tooltip("Crawl speed along the surface (units/second).")]
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public float moveSpeed = 4f;
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[Tooltip("Speed multiplier while the sprint key (Left Shift) is held.")]
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public float sprintSpeedMultiplier = 1.8f;
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[Tooltip("How snappily the body re-aligns its up to the surface normal and turns toward the move direction (1/second; higher = tighter).")]
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public float alignSmoothing = 16f;
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[Header("Camera")]
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[Tooltip("Interpret WASD relative to the camera (projected onto the surface). Off = world X/Z axes projected onto the surface.")]
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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("Surface Sticking")]
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[Tooltip("Distance kept between the transform origin and the surface it walks on (tune to the character's pivot; 0 = origin sits on the surface).")]
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public float hoverHeight = 0f;
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[Tooltip("Radius of the probe spheres. Roughly the body's half-width; keeps the walker off sharp edges.")]
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public float probeRadius = 0.3f;
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[Tooltip("How far the body can step up onto a rise or drop down a dip while staying stuck.")]
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public float stepHeight = 0.4f;
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[Tooltip("Surfaces the walker can stick to.")]
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public LayerMask groundMask = ~0;
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[Header("Edge Wrapping")]
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[Tooltip("A surface ahead steeper than this (degrees from the current up) is treated as a wall to climb into (concave corner).")]
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[Range(5f, 90f)]
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public float wallWrapAngle = 35f;
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[Tooltip("How far ahead to look for a wall to climb into.")]
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public float wallProbeDistance = 0.6f;
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[Tooltip("Largest angle the body wraps around a convex edge in one step (degrees). Higher = follows sharper outside corners.")]
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[Range(30f, 170f)]
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public float maxWrapAngle = 150f;
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[Header("Animation (optional)")]
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public Animator animator;
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[Tooltip("Animator bool set true while crawling.")]
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public string runningParameter = "Running";
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/// <summary>When false, input is ignored (the body holds its surface pose).</summary>
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public bool ControlEnabled { get; set; } = true;
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/// <summary>True after the last step found a surface to stick to.</summary>
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public bool OnSurface => _onSurface;
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/// <summary>Surface normal the body is currently stuck to (its up).</summary>
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public Vector3 SurfaceNormal => _surfaceNormal;
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private const float RunningSpeedThresholdSqr = 0.04f; // (0.2 m/s)^2
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private const float Eps = 1e-5f;
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private int _runningHash;
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private bool _onSurface;
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private Vector3 _surfaceNormal = Vector3.up;
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private Vector3 _lastMove;
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private readonly RaycastHit[] _hits = new RaycastHit[16];
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void Awake()
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{
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_runningHash = Animator.StringToHash(runningParameter);
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if (!cameraTransform && Camera.main)
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cameraTransform = Camera.main.transform;
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if (groundMask.value == 0)
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groundMask = ~0;
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_surfaceNormal = transform.up;
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}
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void Update()
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{
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float h = 0f, v = 0f;
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bool sprinting = false;
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if (ControlEnabled)
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{
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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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sprinting = keyboard.leftShiftKey.isPressed;
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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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sprinting = Input.GetKey(KeyCode.LeftShift);
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#endif
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}
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Step(h, v, sprinting, Time.deltaTime);
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}
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/// <summary>
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/// Advances the body one frame: projects the (h,v) input onto the surface,
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/// moves along it, re-sticks to the surface and re-orients. Public so it can be
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/// driven deterministically in tests (set <see cref="cameraRelative"/> false to
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/// map input to world axes without a camera).
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/// </summary>
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public void Step(float h, float v, bool sprinting, float dt)
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{
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Vector3 up = transform.up;
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Vector3 wish = InputToWorld(up, h, v);
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float inputMag = Mathf.Clamp01(new Vector2(h, v).magnitude);
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float speed = sprinting ? moveSpeed * sprintSpeedMultiplier : moveSpeed;
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Vector3 move = wish * (speed * inputMag * dt);
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Vector3 tentative = transform.position + move;
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_lastMove = move;
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if (ProbeSurface(tentative, up, wish, out Vector3 point, out Vector3 normal)
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&& normal.sqrMagnitude > Eps)
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{
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normal.Normalize();
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transform.position = point + normal * hoverHeight;
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_surfaceNormal = normal;
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_onSurface = true;
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OrientTo(normal, wish, dt);
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}
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else
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{
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// No surface within reach (e.g. ran off the end of geometry): keep
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// crawling along the last tangent instead of falling.
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transform.position = tentative;
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_onSurface = false;
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}
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if (animator)
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animator.SetBool(_runningHash, _onSurface && inputMag > 0f
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&& _lastMove.sqrMagnitude / Mathf.Max(dt * dt, 1e-8f) > RunningSpeedThresholdSqr);
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}
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/// <summary>
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/// Immediately probes straight into the current surface and places the body on
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/// it (no smoothing). Used when entering insect mode so the first frame is stuck.
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/// </summary>
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public void SnapToSurface()
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{
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Vector3 up = transform.up;
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if (ProbeSurface(transform.position, up, Vector3.zero, out Vector3 point, out Vector3 normal)
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&& normal.sqrMagnitude > Eps)
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{
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normal.Normalize();
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transform.position = point + normal * hoverHeight;
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_surfaceNormal = normal;
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_onSurface = true;
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Vector3 fwd = Vector3.ProjectOnPlane(transform.forward, normal);
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if (fwd.sqrMagnitude < Eps) fwd = Vector3.ProjectOnPlane(transform.right, normal);
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if (fwd.sqrMagnitude > Eps)
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transform.rotation = Quaternion.LookRotation(fwd.normalized, normal);
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}
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}
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/// <summary>
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/// Maps WASD to a world-space direction in the surface tangent plane. The camera
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/// stays world-up, so its axes are projected onto the plane; if an axis is nearly
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/// parallel to the surface normal (on a wall/ceiling) it is rebuilt from the other
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/// axis so the mapping never collapses.
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/// </summary>
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private Vector3 InputToWorld(Vector3 up, float h, float v)
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{
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Vector3 right, fwd;
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if (cameraRelative && cameraTransform)
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{
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right = Vector3.ProjectOnPlane(cameraTransform.right, up);
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fwd = Vector3.ProjectOnPlane(cameraTransform.forward, up);
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}
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else
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{
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right = Vector3.ProjectOnPlane(Vector3.right, up);
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fwd = Vector3.ProjectOnPlane(Vector3.forward, up);
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}
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if (fwd.sqrMagnitude < Eps) fwd = Vector3.Cross(right, up);
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if (right.sqrMagnitude < Eps) right = Vector3.Cross(up, fwd);
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if (fwd.sqrMagnitude < Eps || right.sqrMagnitude < Eps)
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return Vector3.zero;
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Vector3 dir = right.normalized * h + fwd.normalized * v;
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return dir.sqrMagnitude > 1f ? dir.normalized : dir;
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}
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/// <summary>
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/// Finds the surface the body should stick to at <paramref name="pos"/>, trying in
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/// order: a wall ahead (concave corner), the ground below (flat/ramp/concave), a
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/// convex edge wrap. Returns the surface contact point and normal.
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/// </summary>
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private bool ProbeSurface(Vector3 pos, Vector3 up, Vector3 moveDir, out Vector3 point, out Vector3 normal)
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{
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bool moving = moveDir.sqrMagnitude > Eps;
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// Lift the sideways/edge probes clear of the surface we are already on, so the
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// probe sphere never starts penetrating it (which would self-hit or, worse, make
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// SphereCast report a bogus point at the world origin on an initial overlap).
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Vector3 probeOrigin = pos + up * Mathf.Max(hoverHeight, probeRadius + 0.05f);
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// 1) Concave corner: a wall right in front becomes the new ground to climb into.
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if (moving)
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{
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Vector3 d = moveDir.normalized;
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if (CastBest(probeOrigin, d, probeRadius + wallProbeDistance, out Vector3 wp, out Vector3 wn)
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&& Vector3.Angle(wn, up) > wallWrapAngle)
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{
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point = wp; normal = wn; return true;
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}
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}
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// 2) Ground follow: cast from above the body straight into the surface.
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float startUp = hoverHeight + stepHeight;
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float downDist = startUp + hoverHeight + stepHeight + probeRadius;
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if (CastBest(pos + up * startUp, -up, downDist, out Vector3 gp, out Vector3 gn))
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{
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point = gp; normal = gn; return true;
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}
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// 3) Convex edge: the surface curved away ahead. Sweep the down-probe forward,
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// pitching it over the edge until it catches the wrapped surface.
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if (moving)
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{
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Vector3 axis = Vector3.Cross(moveDir.normalized, up);
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if (axis.sqrMagnitude > Eps)
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{
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axis.Normalize();
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float reach = hoverHeight + stepHeight + probeRadius + 0.5f;
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for (float ang = 20f; ang <= maxWrapAngle; ang += 20f)
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{
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Vector3 d = Quaternion.AngleAxis(ang, axis) * (-up);
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if (CastBest(probeOrigin, d, reach, out Vector3 ep, out Vector3 en))
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{
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point = ep; normal = en; return true;
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}
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}
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}
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}
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point = pos; normal = up; return false;
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}
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/// <summary>
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/// Sphere-casts and returns the nearest hit that is not our own collider and has a
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/// usable (non-zero) normal. False if nothing valid was hit.
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/// </summary>
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private bool CastBest(Vector3 origin, Vector3 dir, float dist, out Vector3 point, out Vector3 normal)
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{
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point = origin;
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normal = Vector3.zero;
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if (dir.sqrMagnitude < Eps)
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return false;
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int n = Physics.SphereCastNonAlloc(
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origin, probeRadius, dir.normalized, _hits, dist, groundMask, QueryTriggerInteraction.Ignore);
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float best = float.MaxValue;
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bool found = false;
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for (int i = 0; i < n; i++)
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{
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RaycastHit hit = _hits[i];
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if (!hit.collider || hit.collider.transform.IsChildOf(transform))
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continue;
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// A zero distance means the sphere started inside the collider; Unity then
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// reports point=(0,0,0) and normal=-dir, which would teleport us — discard it.
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if (hit.distance <= 1e-4f || hit.normal.sqrMagnitude < Eps)
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continue;
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if (hit.distance < best)
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{
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best = hit.distance;
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point = hit.point;
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normal = hit.normal;
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found = true;
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}
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}
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return found;
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}
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/// <summary>Eases the body's up toward the surface normal and its forward toward the move direction.</summary>
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private void OrientTo(Vector3 normal, Vector3 wish, float dt)
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{
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Vector3 fwd = Vector3.ProjectOnPlane(wish, normal);
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// When the move/forward is parallel to the new normal (walking straight into a
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// wall), fall back to the old up projected onto the surface: that points "up the
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// wall", so the body keeps climbing instead of snapping a 90-degree yaw.
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if (fwd.sqrMagnitude < Eps) fwd = Vector3.ProjectOnPlane(transform.forward, normal);
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if (fwd.sqrMagnitude < Eps) fwd = Vector3.ProjectOnPlane(transform.up, normal);
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if (fwd.sqrMagnitude < Eps) fwd = Vector3.ProjectOnPlane(transform.right, normal);
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if (fwd.sqrMagnitude < Eps)
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return;
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Quaternion target = Quaternion.LookRotation(fwd.normalized, normal);
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float t = alignSmoothing > 0f ? 1f - Mathf.Exp(-alignSmoothing * dt) : 1f;
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transform.rotation = Quaternion.Slerp(transform.rotation, target, t);
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}
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void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.cyan;
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Vector3 c = transform.position + transform.up * hoverHeight;
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Gizmos.DrawWireSphere(c, probeRadius);
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Gizmos.color = Color.green;
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Gizmos.DrawLine(c, c + _surfaceNormal * 0.5f);
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}
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}
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