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my-project/Assets/charecter-controller/scripts/charecter.cs
2026-04-16 01:51:46 +05:00

184 lines
6.8 KiB
C#

using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class charecter : MonoBehaviour
{
[Header("Movement")]
public float walkSpeed = 5f;
public float runSpeed = 9f;
public float crouchSpeed = 2.5f;
public float jumpHeight = 1.5f;
public float gravity = -9.81f;
[Header("References")]
[Tooltip("Head BONE of the character.")]
public Transform head;
[Header("Look")]
public float mouseSensitivity = 2f;
public float maxPitch = 80f;
[Header("Body Turn")]
public float maxHeadYaw = 60f;
public float bodyAlignSpeed = 300f;
// ── private ──────────────────────────────────────────────────────────────
CharacterController _cc;
Animator _anim;
float _verticalVelocity;
float _bodyYaw;
float _headYaw;
float _pitch;
Quaternion _headBindPose;
bool _jumpRequested = false;
// Animator parameter hashes — no hardcoded strings at runtime
static readonly int HashSpeed = Animator.StringToHash("Speed");
static readonly int HashIsMoving = Animator.StringToHash("IsMoving");
static readonly int HashIsCrouching = Animator.StringToHash("IsCrouching");
static readonly int HashIsGrounded = Animator.StringToHash("IsGrounded");
static readonly int HashJump = Animator.StringToHash("Jump");
// ── Unity lifecycle ───────────────────────────────────────────────────────
void Start()
{
_cc = GetComponent<CharacterController>();
_anim = GetComponentInChildren<Animator>();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
_bodyYaw = transform.eulerAngles.y;
_headYaw = _bodyYaw;
_headBindPose = head != null ? head.localRotation : Quaternion.identity;
// 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; };
}
void Update()
{
HandleLook();
HandleMovement();
}
void LateUpdate()
{
ApplyRotations();
}
// ── Item Pickup ───────────────────────────────────────────────────────────
void TryPickupNearbyItem()
{
float pickupRadius = 2.5f;
Collider[] colliders = Physics.OverlapSphere(transform.position, pickupRadius);
WorldItem closestItem = null;
float closestDist = float.MaxValue;
foreach (var col in colliders)
{
var worldItem = col.GetComponent<WorldItem>();
if (worldItem == null) continue;
float dist = Vector3.Distance(transform.position, worldItem.transform.position);
if (dist < closestDist && dist <= worldItem.interactRange)
{
closestDist = dist;
closestItem = worldItem;
}
}
if (closestItem != null)
closestItem.TryPickupByButton();
}
// ── Mouse look ────────────────────────────────────────────────────────────
void HandleLook()
{
var input = PlayerInput.Instance;
if (input != null)
{
_headYaw += input.LookInput.x * mouseSensitivity;
_pitch -= input.LookInput.y * mouseSensitivity;
}
_pitch = Mathf.Clamp(_pitch, -maxPitch, maxPitch);
}
// ── Movement ──────────────────────────────────────────────────────────────
void HandleMovement()
{
var input = PlayerInput.Instance;
float h = input != null ? input.MoveInput.x : 0f;
float v = input != null ? input.MoveInput.y : 0f;
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;
// Body aligns toward camera when moving
if (isMoving)
_bodyYaw = Mathf.MoveTowardsAngle(_bodyYaw, _headYaw, bodyAlignSpeed * Time.deltaTime);
// Head-drag clamp
float offset = Mathf.DeltaAngle(_bodyYaw, _headYaw);
float clampedOffset = Mathf.Clamp(offset, -maxHeadYaw, maxHeadYaw);
_bodyYaw += offset - clampedOffset;
_headYaw = _bodyYaw + clampedOffset;
// Jump
if (_cc.isGrounded)
{
if (_verticalVelocity < 0f) _verticalVelocity = -2f;
if (_jumpRequested && !isCrouching)
{
_verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity);
_anim?.SetTrigger(HashJump);
}
_jumpRequested = false;
}
_verticalVelocity += gravity * Time.deltaTime;
// Move
Quaternion headRot = Quaternion.Euler(0f, _headYaw, 0f);
Vector3 moveDir = (headRot * Vector3.forward * v +
headRot * Vector3.right * h).normalized;
moveDir.y = _verticalVelocity;
_cc.Move(moveDir * speed * Time.deltaTime);
// Animator
if (_anim != null)
{
float animSpeed = !isMoving ? 0f : isRunning ? 1f : 0.5f;
_anim.SetFloat(HashSpeed, animSpeed, 0.1f, Time.deltaTime);
_anim.SetBool (HashIsMoving, isMoving);
_anim.SetBool (HashIsCrouching, isCrouching);
_anim.SetBool (HashIsGrounded, _cc.isGrounded);
}
}
// ── Apply bone rotations ──────────────────────────────────────────────────
void ApplyRotations()
{
transform.rotation = Quaternion.Euler(0f, _bodyYaw, 0f);
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;
}
}