- Make wall-climb controls wall-relative: W approaches/climbs up, S moves away and detaches, A/D strafe along the wall - Add slow approach speed for moving toward/away from the wall - Remove wall-climb activation time (activate on contact) - Add mantle/top-out over the top edge so the player pulls onto the surface instead of dropping and re-grabbing (fixes edge flicker) - Add re-grab cooldown after top-out Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
550 lines
22 KiB
C#
550 lines
22 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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/// Touching a wall or ceiling enters a wall-climb mode with
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/// wall-relative controls: W moves slowly toward the wall and climbs up once
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/// fully against it, S backs slowly away and detaches once far enough, and A/D
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/// strafe left/right along the wall. Gravity and jumping are ignored while
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/// climbing. Climbing up past the top edge mantles the character over onto the
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/// surface instead of dropping back down.
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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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[Header("Wall Climb")]
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[Tooltip("If ON, the character enters a wall-climb mode after touching a " +
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"wall or ceiling for a short time: it sticks to the surface, moves " +
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"at reduced speed and ignores gravity and jumping until contact is lost.")]
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public bool enableWallClimb = true;
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[Tooltip("Minimum surface angle from 'up' (in degrees) for a contact to " +
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"count as a climbable wall or ceiling. Surfaces between the slope " +
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"limit and this angle stay (sliding) slopes; at or above this they " +
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"are treated as walls/ceilings.")]
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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 (W when against the wall) and " +
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"strafing left/right (A/D) 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("Speed (units per second) for moving toward (W) or away from (S) the " +
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"wall while climbing. Deliberately slow so approaching/detaching is gentle.")]
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public float wallApproachSpeed = 0.5f;
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[Tooltip("Gap (in units) below which the character counts as fully against " +
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"the wall, so pressing forward (W) climbs up instead of moving closer.")]
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public float wallContactDistance = 0.05f;
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[Tooltip("Gap (in units) from the wall at which holding back (S) leaves " +
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"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 " +
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"wall-climb mode (prevents flicker on bumpy geometry/edges).")]
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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 (the player stands still), but
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/// gravity and ground contact keep running so the character stays grounded.
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/// Toggled by the GameModeManager (e.g. disabled in paint mode).
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/// </summary>
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public bool ControlEnabled { get; set; } = true;
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/// <summary>True while the character is in wall-climb mode (stuck to a wall/ceiling).</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 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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// Wall-climb state.
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private bool _isWallClimbing;
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private Vector3 _wallNormal; // surface normal of the climbed wall/ceiling
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private Vector3 _wallNormalAccum; // summed wall normals during the latest Move
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private bool _wallContactThisFrame; // any wall/ceiling touched during the latest Move
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private float _lostContactTimer; // continuous lost-contact time while climbing
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private readonly RaycastHit[] _wallProbe = new RaycastHit[8]; // buffer for the wall-distance probe
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// Mantle (top-out) state: climbing up past the wall's top edge pulls the
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// character up and over onto the surface instead of dropping back down.
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private bool _mantling; // a mantle is currently in progress
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private bool _mantleClearedFeet; // phase 1 done: whole capsule is above the edge
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private float _mantleOverDist; // phase 2 forward distance moved over the top
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private float _mantleTimer; // safety cap so a mantle can never run forever
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private float _reentryCooldown; // blocks re-grabbing the wall 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 == 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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// Skip input entirely when control is disabled (e.g. paint mode); gravity
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// and grounding below still run so the player stays planted on the ground.
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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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// --- 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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// --- Wall-climb state machine ---------------------------------------
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// Evaluates the wall/ceiling contact gathered during the previous Move,
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// then enters/leaves wall-climb mode accordingly.
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UpdateWallClimbState();
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// Latch the wall normal for this frame's movement, then reset the
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// per-frame contact accumulators (OnControllerColliderHit refills them
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// during the Move calls below / above).
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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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// While climbing: wall-relative WASD, no gravity, no jump, no slope
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// sliding, no forced alignment. Done for this frame.
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ApplyWallClimbMovement(h, v, Time.deltaTime);
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return;
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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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/// Drives entry into wall-climb mode: any wall/ceiling contact enters the mode
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/// immediately (or bails out when the feature/control is disabled). Leaving the
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/// mode while climbing is handled in <see cref="ApplyWallClimbMovement"/>
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/// (raycast-based).
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/// </summary>
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private void UpdateWallClimbState()
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{
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// Cool down the post-mantle re-grab lock (runs whether climbing or not).
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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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if (!_isWallClimbing && _wallContactThisFrame && _reentryCooldown <= 0f)
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{
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// Any wall/ceiling contact enters wall-climb mode immediately. The
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// cooldown above prevents instantly re-grabbing the edge we just
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// mantled over (which would otherwise cause a climb/drop flicker).
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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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// While climbing, exit is decided in ApplyWallClimbMovement (intentional
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// back-off with S, or losing the wall after the grace period).
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}
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/// <summary>
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/// Moves the character along the climbed surface using wall-relative WASD:
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/// W moves slowly toward the wall and, once fully against it, climbs up;
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/// S moves slowly away and detaches once far enough; A/D strafe left/right
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/// along the wall. The current wall normal and gap are measured each frame by
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/// a raycast toward the surface. No gravity, no jump, no 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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// A mantle (top-out) overrides normal climbing until it finishes.
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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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// Probe the wall ahead to refresh its normal and our distance to it.
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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 body-center ray lost the wall. If we were climbing up (W) and the
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// wall still exists down at the feet, we have reached the top edge:
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// mantle up and over onto the surface instead of dropping.
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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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// Otherwise the wall is 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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// Build a 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: fall back to facing
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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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// A/D always strafe left/right along the wall.
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Vector3 velocity = right * (h * climbSpeed);
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bool detach = false;
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if (v > 0f)
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{
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// W: move closer to 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); // slow approach
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else
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velocity += climbUp * (v * climbSpeed); // climb up
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}
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else if (v < 0f)
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{
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// S: slowly back away from the wall; detach once far enough.
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velocity += -_wallNormal * (v * wallApproachSpeed); // v < 0 => away from wall
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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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/// Casts a ray from the character center toward the wall (opposite the wall
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/// normal) to find the current surface normal and the gap between the
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/// controller's side and the wall. The player's own colliders (controller and
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/// the paintable mesh collider) are skipped. Returns false if no wall is found
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/// within reach.
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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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// Skip our own hierarchy (the CharacterController and the child mesh collider).
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if (_wallProbe[i].collider.transform.IsChildOf(transform))
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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 onto the surface.
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/// Phase 1 rises along the wall face until the whole capsule is above the
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/// edge; phase 2 moves forward over the top, after which wall-climb is left
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/// and gravity settles the character onto the surface. A short re-grab
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/// cooldown is armed so the freshly passed edge does not re-trigger 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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// Forward direction over the edge: horizontal, opposite the wall normal.
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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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|
}
|
|
|
|
// Safety: never mantle indefinitely (e.g. if blocked by other geometry).
|
|
if (_mantleTimer >= 2f)
|
|
{
|
|
_reentryCooldown = 0.3f;
|
|
ExitWallClimb();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Casts a horizontal ray toward the wall from a point <paramref name="downOffset"/>
|
|
/// below the controller center, ignoring our own colliders. Used to tell a top
|
|
/// edge (wall still present lower down) from the wall being truly gone.
|
|
/// </summary>
|
|
private bool WallInFront(float downOffset)
|
|
{
|
|
Vector3 origin = transform.position + _controller.center - Vector3.up * downOffset;
|
|
float maxDist = _controller.radius + wallDetachDistance + 0.5f;
|
|
|
|
int count = Physics.RaycastNonAlloc(
|
|
origin, -_wallNormal, _wallProbe, maxDist, ~0, QueryTriggerInteraction.Ignore);
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
if (_wallProbe[i].collider.transform.IsChildOf(transform))
|
|
continue;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>Leaves wall-climb mode and resets vertical velocity so the player falls cleanly.</summary>
|
|
private void ExitWallClimb()
|
|
{
|
|
_isWallClimbing = false;
|
|
_lostContactTimer = 0f;
|
|
_verticalVelocity = 0f;
|
|
_mantling = false;
|
|
_mantleClearedFeet = false;
|
|
_mantleOverDist = 0f;
|
|
_mantleTimer = 0f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Collects contact normals during <see cref="CharacterController.Move"/>.
|
|
/// Wall/ceiling contacts (angle at or above <see cref="wallMinAngle"/>) feed
|
|
/// the wall-climb detector; among the upward-facing contacts the flattest one
|
|
/// is kept as the ground normal the character is actually standing on.
|
|
/// </summary>
|
|
private void OnControllerColliderHit(ControllerColliderHit hit)
|
|
{
|
|
// Detect walls/ceilings for wall-climbing (steep enough to not be a slope).
|
|
if (enableWallClimb)
|
|
{
|
|
float angle = Vector3.Angle(hit.normal, Vector3.up);
|
|
if (angle >= wallMinAngle)
|
|
{
|
|
_wallContactThisFrame = true;
|
|
_wallNormalAccum += hit.normal;
|
|
}
|
|
}
|
|
|
|
// Ignore near-vertical walls and ceilings for ground-normal collection.
|
|
if (hit.normal.y <= 0.05f)
|
|
return;
|
|
|
|
// Keep the flattest (most supportive) contact seen this frame.
|
|
if (!_groundNormalUpdated || hit.normal.y > _groundNormal.y)
|
|
{
|
|
_groundNormal = hit.normal;
|
|
_groundNormalUpdated = true;
|
|
}
|
|
}
|
|
}
|