Reduce comments to non-obvious "why" notes and convert UnityEngine.Object null checks to implicit bool (if (obj) / if (!obj)). Input System devices (Mouse.current, Keyboard.current) and plain arrays keep explicit != null. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
477 lines
17 KiB
C#
477 lines
17 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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/// CharacterController-based player: camera-relative WASD movement, manual gravity
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/// and jumping, sliding off too-steep slopes/edges, and a wall-climb mode.
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///
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/// Wall-climb (entered on wall/ceiling contact) uses wall-relative controls: W
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/// moves toward the wall and climbs up once against it, S backs off and detaches,
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/// A/D strafe along the wall. Gravity and jumping are disabled while climbing;
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/// reaching the top edge mantles the character over onto the surface.
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///
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/// Named PlayerCharacterController to avoid a clash with Unity.VisualScripting's
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/// example "PlayerController".
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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 (units/second).")]
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public float moveSpeed = 4f;
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[Tooltip("Interpret WASD relative to the camera (off = 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("Smoothly turn the character to face its movement direction.")]
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public bool rotateTowardMovement = true;
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[Tooltip("Turn speed in degrees per second.")]
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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 for reliable ground contact.")]
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public float groundedStickVelocity = -2f;
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[Header("Slope Sliding")]
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[Tooltip("Slide down surfaces steeper than the CharacterController's Slope Limit instead of balancing on them.")]
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public bool slideDownSteepSlopes = true;
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[Tooltip("How quickly the slide accelerates (units/second squared).")]
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public float slideAcceleration = 20f;
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[Tooltip("Maximum downhill slide speed (units/second).")]
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public float maxSlideSpeed = 8f;
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[Tooltip("Steering control kept while sliding (0 = none, 1 = full).")]
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[Range(0f, 1f)]
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public float slideControl = 0.3f;
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[Header("Wall Climb")]
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[Tooltip("Enter wall-climb mode on wall/ceiling contact: stick to the surface, move at reduced speed, ignore gravity and jumping.")]
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public bool enableWallClimb = true;
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[Tooltip("Minimum surface angle from 'up' (degrees) that counts as a climbable wall/ceiling rather than a slope.")]
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[Range(50f, 180f)]
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public float wallMinAngle = 80f;
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[Tooltip("Speed multiplier for climbing up and strafing while wall-climbing (0.5 = half speed).")]
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[Range(0f, 1f)]
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public float wallClimbSpeedMultiplier = 0.5f;
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[Tooltip("Slow speed for moving toward (W) or away from (S) the wall while climbing.")]
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public float wallApproachSpeed = 0.5f;
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[Tooltip("Gap below which the character counts as fully against the wall (W then climbs up).")]
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public float wallContactDistance = 0.05f;
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[Tooltip("Gap from the wall at which holding back (S) leaves wall-climb mode.")]
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public float wallDetachDistance = 0.25f;
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[Tooltip("Grace period (seconds) of lost contact tolerated before leaving wall-climb mode.")]
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public float wallExitGrace = 0.15f;
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/// <summary>
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/// When false, movement/jump input is ignored but gravity and ground contact
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/// keep running. Toggled by the GameModeManager.
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/// </summary>
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public bool ControlEnabled { get; set; } = true;
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/// <summary>True while in wall-climb mode.</summary>
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public bool IsWallClimbing => _isWallClimbing;
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private CharacterController _controller;
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private float _verticalVelocity;
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// Ground contact normal from the latest Move (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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// Wall-climb state.
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private bool _isWallClimbing;
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private Vector3 _wallNormal;
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private Vector3 _wallNormalAccum; // summed wall normals during the latest Move
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private bool _wallContactThisFrame;
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private float _lostContactTimer;
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private readonly RaycastHit[] _wallProbe = new RaycastHit[8];
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// Mantle (top-out) state.
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private bool _mantling;
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private bool _mantleClearedFeet; // phase 1 done: capsule fully above the edge
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private float _mantleOverDist; // phase 2 forward distance over the top
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private float _mantleTimer; // safety cap
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private float _reentryCooldown; // blocks re-grabbing right after topping out
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void Awake()
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{
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_controller = GetComponent<CharacterController>();
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if (!cameraTransform && Camera.main)
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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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float h = 0f, v = 0f;
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bool jumpPressed = false;
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// Skip input when control is disabled (e.g. paint mode); gravity and
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// grounding below still run so the player stays planted.
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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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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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}
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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)
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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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UpdateWallClimbState();
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// Latch the wall normal for this frame, then reset the per-frame contact
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// accumulators (OnControllerColliderHit refills them during Move).
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if (_wallContactThisFrame && _wallNormalAccum.sqrMagnitude > 1e-6f)
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_wallNormal = _wallNormalAccum.normalized;
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_wallContactThisFrame = false;
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_wallNormalAccum = Vector3.zero;
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if (_isWallClimbing)
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{
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ApplyWallClimbMovement(h, v, Time.deltaTime);
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return;
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}
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// A ground normal steeper than the slope limit is too steep to stand on
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// (also covers balancing on a sharp box edge).
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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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if (_controller.isGrounded)
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{
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if (_verticalVelocity < 0f)
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_verticalVelocity = groundedStickVelocity;
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// No jumping off a slope 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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Vector3 slideVelocity = Vector3.zero;
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if (onSteepSlope)
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{
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Vector3 slideDir = Vector3.ProjectOnPlane(Vector3.down, _groundNormal).normalized;
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_slideSpeed = Mathf.Min(_slideSpeed + slideAcceleration * Time.deltaTime, maxSlideSpeed);
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slideVelocity = slideDir * _slideSpeed;
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moveDir *= slideControl; // reduced steering while sliding
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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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Vector3 velocity = moveDir * moveSpeed + slideVelocity + Vector3.up * _verticalVelocity;
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// Move fires OnControllerColliderHit, which refills the ground normal;
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// 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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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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/// Enters wall-climb mode on any wall/ceiling contact. Leaving while climbing
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/// is handled in <see cref="ApplyWallClimbMovement"/>.
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/// </summary>
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private void UpdateWallClimbState()
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{
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if (_reentryCooldown > 0f)
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_reentryCooldown -= Time.deltaTime;
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if (!enableWallClimb || !ControlEnabled)
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{
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if (_isWallClimbing)
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ExitWallClimb();
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return;
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}
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// The cooldown prevents instantly re-grabbing the edge we just mantled over.
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if (!_isWallClimbing && _wallContactThisFrame && _reentryCooldown <= 0f)
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{
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_isWallClimbing = true;
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_lostContactTimer = 0f;
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_verticalVelocity = 0f;
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_slideSpeed = 0f;
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}
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}
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/// <summary>
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/// Wall-relative movement while climbing: W approaches the wall then climbs up,
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/// S backs off and detaches, A/D strafe along the wall. The wall normal and gap
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/// are measured each frame by a raycast. No gravity, jump or forced alignment.
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/// </summary>
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private void ApplyWallClimbMovement(float h, float v, float dt)
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{
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if (_mantling)
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{
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MantleOverEdge(dt);
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return;
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}
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bool found = ProbeWall(out Vector3 probedNormal, out float gap);
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if (found)
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{
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_wallNormal = probedNormal;
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_lostContactTimer = 0f;
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}
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else
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{
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// The center ray lost the wall. If we are climbing up (W) and the wall
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// still exists at foot level, we reached the top edge -> mantle over.
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if (v > 0f && WallInFront(_controller.height * 0.5f))
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{
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_mantling = true;
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_mantleClearedFeet = false;
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_mantleOverDist = 0f;
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_mantleTimer = 0f;
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MantleOverEdge(dt);
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return;
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}
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// Wall genuinely gone: leave after the grace period.
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_lostContactTimer += dt;
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gap = wallDetachDistance + 1f; // treat as "far" so it cannot block exit
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if (_lostContactTimer >= wallExitGrace)
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{
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ExitWallClimb();
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return;
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}
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}
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// Basis on the wall plane: "up along the wall" and "right".
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Vector3 climbUp = Vector3.ProjectOnPlane(Vector3.up, _wallNormal);
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if (climbUp.sqrMagnitude < 1e-6f) // degenerate on a flat ceiling
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climbUp = Vector3.ProjectOnPlane(transform.forward, _wallNormal);
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climbUp.Normalize();
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Vector3 right = Vector3.Cross(_wallNormal, climbUp).normalized;
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float climbSpeed = moveSpeed * wallClimbSpeedMultiplier;
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Vector3 velocity = right * (h * climbSpeed); // A/D strafe
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bool detach = false;
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if (v > 0f)
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{
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// W: approach the wall while there is a gap, otherwise climb up.
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if (gap > wallContactDistance)
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velocity += -_wallNormal * (v * wallApproachSpeed);
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else
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velocity += climbUp * (v * climbSpeed);
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}
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else if (v < 0f)
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{
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// S: back away (v < 0 => away from wall); detach once far enough.
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velocity += -_wallNormal * (v * wallApproachSpeed);
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if (gap >= wallDetachDistance)
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detach = true;
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}
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_controller.Move(velocity * dt);
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if (detach)
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ExitWallClimb();
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}
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/// <summary>
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/// Raycasts from the character center toward the wall to find the current
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/// normal and the gap to it. Our own colliders are skipped. False = no wall.
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/// </summary>
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private bool ProbeWall(out Vector3 normal, out float gap)
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{
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normal = _wallNormal;
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gap = 0f;
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Vector3 origin = transform.position + _controller.center;
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float radius = _controller.radius;
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float maxDist = radius + wallDetachDistance + 0.5f;
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int count = Physics.RaycastNonAlloc(
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origin, -_wallNormal, _wallProbe, maxDist, ~0, 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 < count; i++)
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{
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if (_wallProbe[i].collider.transform.IsChildOf(transform)) // skip our own colliders
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continue;
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if (_wallProbe[i].distance < best)
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{
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best = _wallProbe[i].distance;
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normal = _wallProbe[i].normal;
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found = true;
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}
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}
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if (found)
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gap = Mathf.Max(0f, best - radius);
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return found;
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}
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/// <summary>
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/// Pulls the character up and over the wall's top edge: phase 1 rises until the
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/// capsule clears the edge, phase 2 moves forward onto the surface, then exits.
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/// A short re-grab cooldown stops the passed edge from re-triggering a climb.
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/// </summary>
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private void MantleOverEdge(float dt)
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{
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_mantleTimer += dt;
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float speed = moveSpeed * wallClimbSpeedMultiplier;
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Vector3 forward = -_wallNormal;
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forward.y = 0f;
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forward = forward.sqrMagnitude > 1e-6f ? forward.normalized : transform.forward;
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if (!_mantleClearedFeet)
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{
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// Phase 1: climb straight up until no wall is left in front of the feet.
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_controller.Move(Vector3.up * (speed * dt));
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if (!WallInFront(_controller.height * 0.5f))
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_mantleClearedFeet = true;
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}
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else
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{
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// Phase 2: move forward onto the top surface, then finish.
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_controller.Move(forward * (speed * dt));
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_mantleOverDist += speed * dt;
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if (_mantleOverDist >= _controller.radius * 2f + 0.15f || _controller.isGrounded)
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{
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_reentryCooldown = 0.3f;
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ExitWallClimb();
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return;
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}
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}
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// Safety: never mantle indefinitely (e.g. blocked by other geometry).
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if (_mantleTimer >= 2f)
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{
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_reentryCooldown = 0.3f;
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ExitWallClimb();
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}
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}
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/// <summary>
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/// Horizontal ray toward the wall from a point below the center. Distinguishes a
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/// top edge (wall still present lower down) from the wall being truly gone.
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/// </summary>
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private bool WallInFront(float downOffset)
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{
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Vector3 origin = transform.position + _controller.center - Vector3.up * downOffset;
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float maxDist = _controller.radius + wallDetachDistance + 0.5f;
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int count = Physics.RaycastNonAlloc(
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origin, -_wallNormal, _wallProbe, maxDist, ~0, QueryTriggerInteraction.Ignore);
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for (int i = 0; i < count; i++)
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{
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if (_wallProbe[i].collider.transform.IsChildOf(transform))
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continue;
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return true;
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}
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return false;
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}
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/// <summary>Leaves wall-climb mode and resets vertical velocity so the player falls cleanly.</summary>
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private void ExitWallClimb()
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{
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_isWallClimbing = false;
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_lostContactTimer = 0f;
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_verticalVelocity = 0f;
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_mantling = false;
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_mantleClearedFeet = false;
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_mantleOverDist = 0f;
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_mantleTimer = 0f;
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}
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/// <summary>
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/// Collects contact normals during Move: wall/ceiling contacts feed the
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/// wall-climb detector, the flattest upward contact becomes the ground normal.
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/// </summary>
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private void OnControllerColliderHit(ControllerColliderHit hit)
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{
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if (enableWallClimb)
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{
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float angle = Vector3.Angle(hit.normal, Vector3.up);
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if (angle >= wallMinAngle)
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{
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_wallContactThisFrame = true;
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_wallNormalAccum += hit.normal;
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}
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}
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// Ignore near-vertical walls and ceilings for ground-normal collection.
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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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