File size: 13,066 Bytes
60b1f3d
 
 
 
 
 
adfc8fc
60b1f3d
 
 
adfc8fc
 
60b1f3d
adfc8fc
 
60b1f3d
adfc8fc
60b1f3d
adfc8fc
60b1f3d
 
 
 
 
 
adfc8fc
60b1f3d
0d8e3e4
60b1f3d
adfc8fc
60b1f3d
adfc8fc
60b1f3d
 
0d8e3e4
 
 
 
 
 
 
 
adfc8fc
f0714b2
0d8e3e4
f0714b2
0d8e3e4
adfc8fc
60b1f3d
adfc8fc
60b1f3d
 
adfc8fc
60b1f3d
 
 
 
adfc8fc
 
 
 
60b1f3d
 
adfc8fc
60b1f3d
 
 
 
 
 
 
 
 
 
 
 
 
 
 
adfc8fc
 
 
 
 
0d8e3e4
 
60b1f3d
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
adfc8fc
60b1f3d
 
0d8e3e4
 
 
 
 
 
 
 
 
 
 
 
 
60b1f3d
 
 
 
adfc8fc
60b1f3d
adfc8fc
 
60b1f3d
 
adfc8fc
60b1f3d
adfc8fc
 
 
 
60b1f3d
adfc8fc
0d8e3e4
60b1f3d
f0714b2
 
 
 
 
60b1f3d
adfc8fc
 
 
 
60b1f3d
 
 
 
adfc8fc
 
 
60b1f3d
 
 
 
 
adfc8fc
60b1f3d
 
 
 
adfc8fc
 
 
 
 
 
 
0d8e3e4
adfc8fc
60b1f3d
 
 
 
 
 
adfc8fc
 
60b1f3d
adfc8fc
 
 
0d8e3e4
60b1f3d
 
 
 
adfc8fc
60b1f3d
 
adfc8fc
60b1f3d
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
adfc8fc
60b1f3d
 
 
adfc8fc
 
 
0d8e3e4
60b1f3d
 
 
 
 
 
 
 
 
 
adfc8fc
 
 
 
 
 
 
 
60b1f3d
 
 
 
adfc8fc
 
60b1f3d
adfc8fc
 
 
 
60b1f3d
adfc8fc
 
 
 
 
 
 
 
 
 
 
60b1f3d
adfc8fc
 
 
 
 
60b1f3d
 
adfc8fc
 
 
 
60b1f3d
 
adfc8fc
60b1f3d
adfc8fc
60b1f3d
 
 
 
 
 
 
 
 
 
adfc8fc
60b1f3d
 
 
adfc8fc
60b1f3d
 
 
adfc8fc
60b1f3d
adfc8fc
60b1f3d
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
using System.Collections;
using UnityEngine;

/// <summary>
/// Drives visibility, position, and animation of the FPS climb hand.
///
/// Default state: hidden, PARENTED to <see cref="handRestPos"/> (local identity), Animator on Idle.
///
/// Flow (all driven by events from <see cref="PlayerMovement"/>, no polling):
///   1. Climb prompt appears (player looks at a climbable wall while airborne)
///      -> hand becomes visible, unparents, tweens handRestPos -> fpsHandPos over moveDuration,
///         then re-parents to fpsHandPos (so it stays locked to it, e.g. if it sways with the camera).
///   2. Player actually sticks to the wall (ClimbKey pressed & leap completes)
///      -> hand unparents and is positioned at the wall hit point (+ a small right-hand offset),
///         crossfades to the stick animation, plays once, freezes on the last frame.
///   3. Wall stick ends (timer ran out, key toggled off, wall jump, grounded, etc.)
///      -> crossfade back to Idle, tween wall-position -> handRestPos, then re-parent + hide.
///   4. Climb prompt disappears without ever sticking (player looked away)
///      -> tween back to handRestPos, re-parent, hide. Same as #3 minus the animation swap.
/// </summary>
public class ClimbHandController : MonoBehaviour
{
    [Header("References")]
    [Tooltip("The PlayerMovement script driving climb state. Auto-found on parent/scene if left empty.")]
    [SerializeField] private PlayerMovement playerMovement;
    [Tooltip("Renderers to toggle for visibility. Auto-found in children if left empty.")]
    [SerializeField] private Renderer[] handRenderers;
    [Tooltip("Animator component ON THE HAND PREFAB (drag the hand GameObject itself.")]
    [SerializeField] private Animator handAnimator;
    [Tooltip("Empty transform: where the hand parents/hides when not climbing.")]
    [SerializeField] private Transform handRestPos;
    [Tooltip("Empty transform: where the hand parents while the climb prompt is shown / before sticking.")]
    [SerializeField] private Transform fpsHandPos;

    [Header("Mirroring (for reusing a right-hand prefab as a left hand)")]
    [Tooltip("If true, applies a negative scale on the chosen axis to flip this hand's mesh/animation visually. No remodeling or reanimation needed. Only the wrapper's scale is mirrored.")]
    [SerializeField] private bool mirrorHand = false;
    [Tooltip("Which local axis to negate when mirroring. X is the usual choice for a left/right hand flip.")]
    [SerializeField] private MirrorAxis mirrorAxis = MirrorAxis.X;

    private enum MirrorAxis { X, Y, Z }

    [Header("Wall Stick Offset")]
    [Tooltip("Local offset applied at the wall-stick position (in the hand's own local axes, after rotation).")]
    [SerializeField] private Vector3 stickPositionOffset = new Vector3(0f, 0.5f, 0f);
    [Tooltip("Rotation (Euler) applied so the hand faces the wall along its -Y axis.")]
    [SerializeField] private Vector3 wallFacingRotationEuler = new Vector3(-90f, 0f, 0f);

    [Header("Animator State Names")]
    [Tooltip("Must exactly match the state name in the Animator Controller's Base Layer (index 0).")]
    [SerializeField] private string idleStateName = "Idle R Hand";
    [SerializeField] private string stickStateName = "stckHandR 1";
    [SerializeField] private int animatorLayer = 0;

    [Header("Timing")]
    [Tooltip("How long the hand takes to move between rest and FPS position.")]
    [SerializeField] private float moveDuration = 0.7f;
    [SerializeField] private float animCrossfadeDuration = 0.1f;

    [Header("Debug")]
    [SerializeField] private bool debugLogging = false;

    private Coroutine moveRoutine;
    private Coroutine stickAnimRoutine;
    private bool isVisible;

    private void Reset()
    {
        playerMovement = GetComponentInParent<PlayerMovement>();
        handAnimator = GetComponentInChildren<Animator>();
        handRenderers = GetComponentsInChildren<Renderer>();
    }

    private void Awake()
    {
        if (playerMovement == null) playerMovement = GetComponentInParent<PlayerMovement>();
        if (playerMovement == null) playerMovement = FindObjectOfType<PlayerMovement>();
        if (handAnimator == null) handAnimator = GetComponentInChildren<Animator>();
        if (handRenderers == null || handRenderers.Length == 0) handRenderers = GetComponentsInChildren<Renderer>();

        if (handAnimator == null)
            Debug.LogWarning("[ClimbHandController] No Animator found/assigned. Animations will not play.");
        else if (handAnimator.runtimeAnimatorController == null)
            Debug.LogWarning("[ClimbHandController] The assigned Animator has no Controller asset plugged into it. Assign the Animator Controller on the Animator component itself (not on this script).");

        ReapplyMirrorScale();
    }

    private void OnEnable()
    {
        if (playerMovement != null)
        {
            playerMovement.OnClimbPromptChanged += HandleClimbPromptChanged;
            playerMovement.OnWallStickStarted += HandleWallStickStarted;
            playerMovement.OnWallStickEnded += HandleWallStickEnded;
        }
        else
        {
            Debug.LogWarning("[ClimbHandController] No PlayerMovement reference found - hand will stay hidden.");
        }

        SnapToRestAndHide();
    }

    private void OnDisable()
    {
        if (playerMovement != null)
        {
            playerMovement.OnClimbPromptChanged -= HandleClimbPromptChanged;
            playerMovement.OnWallStickStarted -= HandleWallStickStarted;
            playerMovement.OnWallStickEnded -= HandleWallStickEnded;
        }

        if (moveRoutine != null) StopCoroutine(moveRoutine);
        if (stickAnimRoutine != null) StopCoroutine(stickAnimRoutine);
    }

    private void ReapplyMirrorScale()
    {
        if (!mirrorHand) return;
        Vector3 scale = transform.localScale;
        switch (mirrorAxis)
        {
            case MirrorAxis.X: scale.x = -Mathf.Abs(scale.x); break;
            case MirrorAxis.Y: scale.y = -Mathf.Abs(scale.y); break;
            case MirrorAxis.Z: scale.z = -Mathf.Abs(scale.z); break;
        }
        transform.localScale = scale;
    }

    // --- Event Handlers -----------------------------------------------------

    private void HandleClimbPromptChanged(bool shown)
    {
        if (playerMovement.IsWallSticking) return; // stick events own the hand while sticking

        if (shown) ShowAndMoveToFPS();
        else MoveToRestThenHide();
    }

    private void HandleWallStickStarted(Vector3 wallHitPoint, Vector3 wallNormal)
    {
        Log("Wall stick started - positioning at wall hit point.");

        if (moveRoutine != null) { StopCoroutine(moveRoutine); moveRoutine = null; }

        SetVisible(true);
        transform.SetParent(null, true);
        ReapplyMirrorScale();

        // Face the wall along the hand's own -Y axis, with the configured rotation offset applied on top.
        Quaternion targetRot = Quaternion.LookRotation(-wallNormal) * Quaternion.Euler(wallFacingRotationEuler);

        // Push along all three of the hand's own local axes (post-rotation) by stickPositionOffset.
        Vector3 targetPos = wallHitPoint + (targetRot * stickPositionOffset);

        transform.position = targetPos;
        transform.rotation = targetRot;

        PlayStickAnimationAndFreeze();
    }

    private void HandleWallStickEnded()
    {
        Log("Wall stick ended - returning to idle and rest position.");

        if (stickAnimRoutine != null) { StopCoroutine(stickAnimRoutine); stickAnimRoutine = null; }

        ReturnToIdleAnimation();
        MoveToRestThenHide();
    }

    // --- Movement / Parenting -----------------------------------------------

    private void ShowAndMoveToFPS()
    {
        SetVisible(true);
        transform.SetParent(null, true); // unparent from rest so we can tween in world space
        StartMove(transform.position, transform.rotation, fpsHandPos, () =>
        {
            // Lock to fpsHandPos so it tracks it (e.g. if it sways with camera bob).
            transform.SetParent(fpsHandPos, true);
            transform.localPosition = Vector3.zero;
            transform.localRotation = Quaternion.identity;
            ReapplyMirrorScale();
        });
    }

    private void MoveToRestThenHide()
    {
        if (!isVisible) return;

        transform.SetParent(null, true);
        StartMove(transform.position, transform.rotation, handRestPos, () =>
        {
            transform.SetParent(handRestPos, true);
            transform.localPosition = Vector3.zero;
            transform.localRotation = Quaternion.identity;
            ReapplyMirrorScale();
            SetVisible(false);
        });
    }

    private void StartMove(Vector3 fromPos, Quaternion fromRot, Transform target, System.Action onComplete)
    {
        if (moveRoutine != null) StopCoroutine(moveRoutine);
        moveRoutine = StartCoroutine(MoveRoutine(fromPos, fromRot, target, onComplete));
    }

    private IEnumerator MoveRoutine(Vector3 startPos, Quaternion startRot, Transform target, System.Action onComplete)
    {
        float elapsed = 0f;
        while (elapsed < moveDuration)
        {
            elapsed += Time.deltaTime;
            float t = Mathf.Clamp01(elapsed / moveDuration);
            t = t * t * (3f - 2f * t); // smoothstep

            transform.position = Vector3.Lerp(startPos, target.position, t);
            transform.rotation = Quaternion.Slerp(startRot, target.rotation, t);
            yield return null;
        }

        transform.position = target.position;
        transform.rotation = target.rotation;

        moveRoutine = null;
        onComplete?.Invoke();
    }

    private void SetVisible(bool visible)
    {
        if (isVisible == visible) return;
        isVisible = visible;

        foreach (Renderer r in handRenderers)
        {
            if (r != null) r.enabled = visible;
        }
    }

    private void SnapToRestAndHide()
    {
        if (moveRoutine != null) { StopCoroutine(moveRoutine); moveRoutine = null; }

        if (handRestPos != null)
        {
            transform.SetParent(handRestPos, true);
            transform.localPosition = Vector3.zero;
            transform.localRotation = Quaternion.identity;
            ReapplyMirrorScale();
        }

        SetVisible(false);
        ReturnToIdleAnimation(instant: true);
    }

    // --- Animation ------------------------------------------------------------

    private void PlayStickAnimationAndFreeze()
    {
        if (handAnimator == null)
        {
            Log("Cannot play stick animation - no Animator assigned/found.");
            return;
        }

        if (stickAnimRoutine != null) StopCoroutine(stickAnimRoutine);
        stickAnimRoutine = StartCoroutine(PlayStickRoutine());
    }

    private IEnumerator PlayStickRoutine()
    {
        handAnimator.speed = 1f;
        handAnimator.CrossFadeInFixedTime(stickStateName, animCrossfadeDuration, animatorLayer);

        // Wait for the crossfade to finish and confirm we actually landed on the target state.
        // (During the crossfade itself, GetCurrentAnimatorStateInfo may still report the previous state.)
        float safetyTimer = 0f;
        const float safetyLimit = 2f;

        while (!handAnimator.GetCurrentAnimatorStateInfo(animatorLayer).IsName(stickStateName))
        {
            safetyTimer += Time.deltaTime;
            if (safetyTimer > safetyLimit)
            {
                Debug.LogWarning($"[ClimbHandController] Timed out waiting to enter state '{stickStateName}'. " +
                                  "Check that the Animator state name matches EXACTLY (case-sensitive) and lives on layer " + animatorLayer + ".");
                yield break;
            }
            yield return null;
        }

        Log($"Entered '{stickStateName}', playing until it completes.");

        // Play forward until the clip completes once.
        AnimatorStateInfo state = handAnimator.GetCurrentAnimatorStateInfo(animatorLayer);
        while (state.normalizedTime < 1f)
        {
            yield return null;
            state = handAnimator.GetCurrentAnimatorStateInfo(animatorLayer);

            // If something transitioned us away (e.g. Any State override), bail safely.
            if (!state.IsName(stickStateName)) yield break;
        }

        // Freeze on the last frame.
        handAnimator.speed = 0f;
        Log($"'{stickStateName}' finished - frozen on last frame.");
    }

    private void ReturnToIdleAnimation(bool instant = false)
    {
        if (handAnimator == null) return;

        handAnimator.speed = 1f;

        if (instant)
        {
            handAnimator.Play(idleStateName, animatorLayer, 0f);
        }
        else
        {
            handAnimator.CrossFadeInFixedTime(idleStateName, animCrossfadeDuration, animatorLayer);
        }
    }

    private void Log(string msg)
    {
        if (debugLogging) Debug.Log($"[ClimbHandController] {msg}");
    }
}