fix чать инвенторя

This commit is contained in:
jze9
2026-04-16 01:51:46 +05:00
parent 057f5d3d1e
commit 6c3f72385e
35 changed files with 18160 additions and 14313 deletions

View File

@@ -4,11 +4,11 @@ using UnityEngine;
public class charecter : MonoBehaviour
{
[Header("Movement")]
public float walkSpeed = 5f;
public float runSpeed = 9f;
public float walkSpeed = 5f;
public float runSpeed = 9f;
public float crouchSpeed = 2.5f;
public float jumpHeight = 1.5f;
public float gravity = -9.81f;
public float jumpHeight = 1.5f;
public float gravity = -9.81f;
[Header("References")]
[Tooltip("Head BONE of the character.")]
@@ -46,20 +46,21 @@ public class charecter : MonoBehaviour
_cc = GetComponent<CharacterController>();
_anim = GetComponentInChildren<Animator>();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
_bodyYaw = transform.eulerAngles.y;
_headYaw = _bodyYaw;
_headBindPose = head.localRotation;
_headBindPose = head != null ? head.localRotation : Quaternion.identity;
// Ensure PlayerInput exists and subscribe to events
// Убедиться что PlayerInput существует
if (PlayerInput.Instance == null)
{
var go = new GameObject("PlayerInput");
go.AddComponent<PlayerInput>();
}
PlayerInput.Instance.OnPickupPressed += () => TryPickupNearbyItem();
PlayerInput.Instance.OnJumpPressed += () => { _jumpRequested = true; };
PlayerInput.Instance.OnPickupPressed += TryPickupNearbyItem;
PlayerInput.Instance.OnJumpPressed += () => { _jumpRequested = true; };
}
void Update()
@@ -68,55 +69,35 @@ public class charecter : MonoBehaviour
HandleMovement();
}
// ── Item Pickup ───────────────────────────────────────────────────────────
void HandlePickup()
void LateUpdate()
{
// Input moved to PlayerInput events
ApplyRotations();
}
// ── Item Pickup ───────────────────────────────────────────────────────────
void TryPickupNearbyItem()
{
float pickupRadius = 2.5f;
Collider[] colliders = Physics.OverlapSphere(transform.position, pickupRadius);
Debug.Log($"[Pickup] Checking {colliders.Length} colliders in radius {pickupRadius}");
WorldItem closestItem = null;
float closestDist = float.MaxValue;
foreach (var col in colliders)
{
var worldItem = col.GetComponent<WorldItem>();
if (worldItem != null)
if (worldItem == null) continue;
float dist = Vector3.Distance(transform.position, worldItem.transform.position);
if (dist < closestDist && dist <= worldItem.interactRange)
{
float dist = Vector3.Distance(transform.position, worldItem.transform.position);
Debug.Log($"[Pickup] Found WorldItem: {worldItem.itemData?.itemName ?? "null"} at dist {dist}");
if (dist < closestDist)
{
closestDist = dist;
closestItem = worldItem;
}
closestDist = dist;
closestItem = worldItem;
}
}
if (closestItem != null)
{
Debug.Log($"[Pickup] Trying to pick up: {closestItem.itemData?.itemName}");
bool pickedUp = closestItem.TryPickupByButton();
if (pickedUp)
{
Debug.Log($"Picked up: {closestItem.itemData.itemName}");
}
}
else
{
Debug.Log("[Pickup] No WorldItem found nearby");
}
}
void LateUpdate()
{
ApplyRotations();
closestItem.TryPickupByButton();
}
// ── Mouse look ────────────────────────────────────────────────────────────
@@ -125,21 +106,21 @@ public class charecter : MonoBehaviour
var input = PlayerInput.Instance;
if (input != null)
{
_headYaw += input.MouseX * mouseSensitivity;
_pitch -= input.MouseY * mouseSensitivity;
_headYaw += input.LookInput.x * mouseSensitivity;
_pitch -= input.LookInput.y * mouseSensitivity;
}
_pitch = Mathf.Clamp(_pitch, -maxPitch, maxPitch);
_pitch = Mathf.Clamp(_pitch, -maxPitch, maxPitch);
}
// ── Movement ──────────────────────────────────────────────────────────────
void HandleMovement()
{
var input = PlayerInput.Instance;
float h = input != null ? input.Horizontal : Input.GetAxisRaw("Horizontal");
float v = input != null ? input.Vertical : Input.GetAxisRaw("Vertical");
float h = input != null ? input.MoveInput.x : 0f;
float v = input != null ? input.MoveInput.y : 0f;
bool isCrouching = input != null ? input.Crouch : Input.GetKey(KeyCode.C);
bool isRunning = input != null ? input.Run && !isCrouching : Input.GetKey(KeyCode.LeftShift) && !isCrouching;
bool isCrouching = input != null && input.Crouch;
bool isRunning = input != null && input.Run && !isCrouching;
bool isMoving = (h * h + v * v) > 0.01f;
float speed = isCrouching ? crouchSpeed : isRunning ? runSpeed : walkSpeed;
@@ -148,7 +129,7 @@ public class charecter : MonoBehaviour
if (isMoving)
_bodyYaw = Mathf.MoveTowardsAngle(_bodyYaw, _headYaw, bodyAlignSpeed * Time.deltaTime);
// Head-drag
// Head-drag clamp
float offset = Mathf.DeltaAngle(_bodyYaw, _headYaw);
float clampedOffset = Mathf.Clamp(offset, -maxHeadYaw, maxHeadYaw);
_bodyYaw += offset - clampedOffset;
@@ -176,12 +157,11 @@ public class charecter : MonoBehaviour
moveDir.y = _verticalVelocity;
_cc.Move(moveDir * speed * Time.deltaTime);
// Animator params
// Animator
if (_anim != null)
{
// Speed: 0 = idle, 0.5 = walk, 1 = run
float animSpeed = !isMoving ? 0f : isRunning ? 1f : 0.5f;
_anim.SetFloat(HashSpeed, animSpeed, 0.1f, Time.deltaTime);
_anim.SetFloat(HashSpeed, animSpeed, 0.1f, Time.deltaTime);
_anim.SetBool (HashIsMoving, isMoving);
_anim.SetBool (HashIsCrouching, isCrouching);
_anim.SetBool (HashIsGrounded, _cc.isGrounded);
@@ -193,10 +173,11 @@ public class charecter : MonoBehaviour
{
transform.rotation = Quaternion.Euler(0f, _bodyYaw, 0f);
float headOffset = Mathf.DeltaAngle(_bodyYaw, _headYaw);
Quaternion yawRot = Quaternion.Euler(0f, headOffset, 0f);
Quaternion pitchRot = Quaternion.Euler(_pitch, 0f, 0f);
head.localRotation = _headBindPose * yawRot * pitchRot;
if (head == null) return;
float headOffset = Mathf.DeltaAngle(_bodyYaw, _headYaw);
Quaternion yawRot = Quaternion.Euler(0f, headOffset, 0f);
Quaternion pitchRot = Quaternion.Euler(_pitch, 0f, 0f);
head.localRotation = _headBindPose * yawRot * pitchRot;
}
}