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| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using TMPro; | |
| using UnityEngine.Animations; | |
| using UnityEngine.UI; | |
| public class PlayerMovement : MonoBehaviour | |
| { | |
| // --- Climb Events (for external systems like a hand/IK/animation controller) --- | |
| // Fired when the climb prompt becomes visible/hidden (i.e. player is looking at a climbable wall while airborne). | |
| public event Action<bool> OnClimbPromptChanged; | |
| // Fired the moment the player actually sticks to the wall (after the leap finishes). | |
| // Passes the wall hit point and wall normal so external systems (e.g. hand IK) can position themselves. | |
| public event Action<Vector3, Vector3> OnWallStickStarted; | |
| // Fired the moment wall sticking ends, for ANY reason (grounded, key toggle, wall jump, or timer running out). | |
| public event Action OnWallStickEnded; | |
| // Current normalized stick time remaining (1 = full, 0 = about to fall). Read-only for consumers. | |
| public float StickTimeRemaining01 => maxStickTime > 0f ? Mathf.Clamp01(stickTimer / maxStickTime) : 0f; | |
| public bool IsWallSticking => isWallSticking; | |
| public Transform Orient => orient; | |
| [] | |
| public float baseMoveSpeed = 8f; | |
| public float sprintMoveSpeed = 12f; | |
| [] | |
| public float sprintTransitionSpeed = 10f; | |
| public KeyCode SprintKey = KeyCode.LeftShift; | |
| private float targetMoveSpeed; | |
| private float currentMaxSpeed; | |
| public Transform orient; | |
| [] | |
| public float normalAcceleration = 5f; | |
| public float iceAcceleration = 2f; | |
| private float currentAcceleration; | |
| [] | |
| public float normalGroundDrag = 0f; | |
| public float iceGroundDrag = 0f; | |
| [] | |
| [] | |
| public float normalBrakingSpeed = 15f; | |
| public float iceBrakingSpeed = 0.5f; | |
| private float currentBrakingSpeed; | |
| [] | |
| public float playerHeight = 2; | |
| public LayerMask whatIsGound; | |
| bool grounded; | |
| [] | |
| public float jumpForce = 13f; | |
| public float jumpCoolDown = 0.25f; | |
| public float gravityMultiplier = 2.5f; | |
| [] public float airMultiplier = 0.1f; | |
| [] | |
| public float jumpBufferTime = 0.35f; | |
| bool ableToJump; | |
| public KeyCode JumpKey = KeyCode.Space; | |
| private float jumpInputBufferTimer; | |
| [] | |
| public KeyCode ClimbKey = KeyCode.Mouse0; | |
| [] | |
| public float wallCheckDistance = 2.5f; | |
| [] | |
| public float wallCheckRadius = 0.8f; | |
| [] | |
| public float maxStickTime = 5f; | |
| [] | |
| public float wallStickDistance = 0.5f; | |
| private bool isWallSticking; | |
| private bool isLeapingToWall; | |
| private float stickTimer; | |
| private Vector3 wallNormal; | |
| private Vector3 wallHitPoint; | |
| private bool isTouchingClimbableWall; | |
| private bool lastClimbPromptState; | |
| // Input buffering window for climbing (0.25s) | |
| private float climbInputBufferTimer; | |
| [] | |
| [] | |
| public GameObject climbPromptUI; | |
| private Camera mainCamera; | |
| [] | |
| public Slider wallTimerSlider; | |
| public Image wallTimerFillImage; | |
| public Color normalTimerColor = Color.white; | |
| public Color lowTimerColor = Color.red; | |
| public float colorTransitionSpeed = 5f; | |
| private Color targetTimerColor; | |
| [] | |
| public Slider staminaSlider; | |
| public Image staminaFillImage; | |
| public Color normalStaminaColor = Color.white; | |
| public Color lowStaminaColor = Color.red; | |
| private Color targetColor; | |
| public float maxStamina = 100f; | |
| public float staminaDrainRate = 25f; | |
| public float staminaRegenRate = 15f; | |
| private float currentStamina; | |
| private bool isExhausted; | |
| [] | |
| public TextMeshProUGUI velocityText; | |
| float hozInput; | |
| float verInput; | |
| Vector3 direction; | |
| bool isSprinting; | |
| Rigidbody rb; | |
| private void Start() | |
| { | |
| rb = GetComponent<Rigidbody>(); | |
| rb.freezeRotation = true; | |
| ableToJump = true; | |
| rb.useGravity = false; | |
| mainCamera = Camera.main; | |
| targetMoveSpeed = baseMoveSpeed; | |
| currentMaxSpeed = baseMoveSpeed; | |
| currentStamina = maxStamina; | |
| if (staminaSlider != null) | |
| { | |
| staminaSlider.maxValue = maxStamina; | |
| staminaSlider.value = maxStamina; | |
| } | |
| if (staminaFillImage != null) | |
| { | |
| staminaFillImage.color = normalStaminaColor; | |
| } | |
| if (wallTimerSlider != null) | |
| { | |
| wallTimerSlider.maxValue = maxStickTime; | |
| wallTimerSlider.value = maxStickTime; | |
| wallTimerSlider.gameObject.SetActive(false); | |
| } | |
| if (climbPromptUI != null) | |
| { | |
| climbPromptUI.SetActive(false); | |
| } | |
| } | |
| private void Update() | |
| { | |
| HandleGroundCheckAndFriction(); | |
| CheckClimbableWall(); | |
| MyInput(); | |
| HandleStamina(); | |
| HandleWallStickTimer(); | |
| HandleClimbPromptUI(); | |
| SpeedController(); | |
| UpdateVelocityUI(); | |
| } | |
| private void FixedUpdate() | |
| { | |
| if (!isWallSticking && !isLeapingToWall) | |
| { | |
| MovePlayer(); | |
| ApplyCustomGravity(); | |
| if (hozInput == 0 && verInput == 0 && grounded) | |
| { | |
| DeceleratePlayer(); | |
| } | |
| } | |
| else if (isWallSticking) | |
| { | |
| rb.velocity = Vector3.zero; | |
| } | |
| } | |
| private void CheckClimbableWall() | |
| { | |
| if (mainCamera == null) mainCamera = Camera.main; | |
| // CENTER AT CHEST LEVEL (Half of total player height) | |
| Vector3 chestOrigin = transform.position + Vector3.up * (playerHeight * 0.5f); | |
| Vector3 rayDirection = mainCamera != null ? mainCamera.transform.forward : orient.forward; | |
| // Pullback origin so the sphere doesn't start inside walls on high-speed impact | |
| chestOrigin -= rayDirection * wallCheckRadius; | |
| float actualCheckDistance = wallCheckDistance + wallCheckRadius; | |
| if (Physics.SphereCast(chestOrigin, wallCheckRadius, rayDirection, out RaycastHit hit, actualCheckDistance)) | |
| { | |
| if (hit.collider.CompareTag("Climbable")) | |
| { | |
| isTouchingClimbableWall = true; | |
| wallNormal = hit.normal; | |
| wallHitPoint = hit.point; | |
| return; | |
| } | |
| } | |
| isTouchingClimbableWall = false; | |
| } | |
| private void HandleClimbPromptUI() | |
| { | |
| bool showPrompt = !grounded && isTouchingClimbableWall && !isWallSticking && !isLeapingToWall; | |
| if (climbPromptUI != null && climbPromptUI.activeSelf != showPrompt) | |
| { | |
| climbPromptUI.SetActive(showPrompt); | |
| } | |
| if (showPrompt != lastClimbPromptState) | |
| { | |
| lastClimbPromptState = showPrompt; | |
| OnClimbPromptChanged?.Invoke(showPrompt); | |
| } | |
| } | |
| private void HandleGroundCheckAndFriction() | |
| { | |
| float sphereRadius = 0.4f; | |
| float castDistance = (playerHeight * 0.5f) - sphereRadius + 0.2f; | |
| RaycastHit hit; | |
| grounded = Physics.SphereCast(transform.position, sphereRadius, Vector3.down, out hit, castDistance, whatIsGound); | |
| if (grounded) | |
| { | |
| if (isWallSticking) EndWallStick(); | |
| float surfaceMultiplier = hit.collider.CompareTag("Ice") ? 1.3f : 1.0f; | |
| float desiredSpeedLimit = isSprinting ? sprintMoveSpeed : baseMoveSpeed; | |
| targetMoveSpeed = desiredSpeedLimit * surfaceMultiplier; | |
| if (hit.collider.CompareTag("Ice")) | |
| { | |
| rb.drag = iceGroundDrag; | |
| currentBrakingSpeed = iceBrakingSpeed; | |
| currentAcceleration = iceAcceleration; | |
| } | |
| else | |
| { | |
| rb.drag = normalGroundDrag; | |
| currentBrakingSpeed = normalBrakingSpeed; | |
| currentAcceleration = normalAcceleration; | |
| } | |
| } | |
| else | |
| { | |
| rb.drag = 0.5f; | |
| } | |
| } | |
| private void MyInput() | |
| { | |
| hozInput = Input.GetAxisRaw("Horizontal"); | |
| verInput = Input.GetAxisRaw("Vertical"); | |
| bool isMovingStraight = (hozInput != 0 && verInput == 0) || (verInput != 0 && hozInput == 0); | |
| if (Input.GetKey(SprintKey) && isMovingStraight && grounded && !isExhausted) | |
| { | |
| isSprinting = true; | |
| } | |
| else | |
| { | |
| isSprinting = false; | |
| } | |
| // --- CLIMB INPUT BUFFERING --- | |
| if (climbInputBufferTimer > 0) | |
| { | |
| climbInputBufferTimer -= Time.deltaTime; | |
| } | |
| if (Input.GetKeyDown(ClimbKey)) | |
| { | |
| if (isWallSticking) | |
| { | |
| EndWallStick(); | |
| } | |
| else | |
| { | |
| climbInputBufferTimer = 0.25f; | |
| } | |
| } | |
| if (climbInputBufferTimer > 0 && !grounded && isTouchingClimbableWall && !isLeapingToWall && !isWallSticking) | |
| { | |
| climbInputBufferTimer = 0f; | |
| StartCoroutine(LeapToWallRoutine(wallHitPoint, wallNormal)); | |
| } | |
| // --- JUMP INPUT BUFFERING --- | |
| if (jumpInputBufferTimer > 0) | |
| { | |
| jumpInputBufferTimer -= Time.deltaTime; | |
| } | |
| if (Input.GetKeyDown(JumpKey)) | |
| { | |
| if (grounded && ableToJump && !isLeapingToWall) | |
| { | |
| // Normal Ground Jump | |
| ableToJump = false; | |
| Jump(); | |
| Invoke(nameof(ResetJump), jumpCoolDown); | |
| } | |
| else if (isWallSticking && ableToJump && !isLeapingToWall) | |
| { | |
| // Wall Jump | |
| ableToJump = false; | |
| EndWallStick(); | |
| WallJump(); | |
| Invoke(nameof(ResetJump), jumpCoolDown); | |
| } | |
| else if (!grounded && !isWallSticking) | |
| { | |
| // We are mid-air. Start the buffer timer to remember the jump press. | |
| jumpInputBufferTimer = jumpBufferTime; | |
| } | |
| } | |
| // Check if we hit the ground while our jump memory is still active | |
| if (jumpInputBufferTimer > 0 && grounded && ableToJump && !isLeapingToWall) | |
| { | |
| jumpInputBufferTimer = 0f; // Consume the buffer | |
| ableToJump = false; | |
| Jump(); | |
| Invoke(nameof(ResetJump), jumpCoolDown); | |
| } | |
| } | |
| private IEnumerator LeapToWallRoutine(Vector3 hitPoint, Vector3 normal) | |
| { | |
| isLeapingToWall = true; | |
| Vector3 startPos = transform.position; | |
| Vector3 targetPos = hitPoint + (normal * wallStickDistance); | |
| float dashSpeed = Mathf.Max(rb.velocity.magnitude, baseMoveSpeed * 1.5f); | |
| float distance = Vector3.Distance(startPos, targetPos); | |
| float duration = distance / dashSpeed; | |
| float elapsed = 0f; | |
| while (elapsed < duration) | |
| { | |
| rb.velocity = Vector3.zero; | |
| elapsed += Time.deltaTime; | |
| transform.position = Vector3.Lerp(startPos, targetPos, elapsed / duration); | |
| yield return null; | |
| } | |
| transform.position = targetPos; | |
| isLeapingToWall = false; | |
| StartWallStick(); | |
| } | |
| private void StartWallStick() | |
| { | |
| isWallSticking = true; | |
| stickTimer = maxStickTime; | |
| rb.isKinematic = false; | |
| rb.velocity = Vector3.zero; | |
| if (wallTimerSlider != null) | |
| { | |
| wallTimerSlider.gameObject.SetActive(true); | |
| wallTimerSlider.value = maxStickTime; | |
| } | |
| if (wallTimerFillImage != null) | |
| { | |
| wallTimerFillImage.color = normalTimerColor; | |
| } | |
| OnWallStickStarted?.Invoke(wallHitPoint, wallNormal); | |
| } | |
| private void EndWallStick() | |
| { | |
| if (!isWallSticking) return; | |
| isWallSticking = false; | |
| if (wallTimerSlider != null) | |
| { | |
| wallTimerSlider.gameObject.SetActive(false); | |
| } | |
| OnWallStickEnded?.Invoke(); | |
| } | |
| private void HandleWallStickTimer() | |
| { | |
| if (!isWallSticking) return; | |
| stickTimer -= Time.deltaTime; | |
| if (wallTimerSlider != null) | |
| { | |
| wallTimerSlider.value = stickTimer; | |
| } | |
| if (stickTimer <= (maxStickTime * 0.5f)) | |
| { | |
| targetTimerColor = lowTimerColor; | |
| } | |
| else | |
| { | |
| targetTimerColor = normalTimerColor; | |
| } | |
| if (wallTimerFillImage != null) | |
| { | |
| wallTimerFillImage.color = Color.Lerp(wallTimerFillImage.color, targetTimerColor, colorTransitionSpeed * Time.deltaTime); | |
| } | |
| if (stickTimer <= 0f) | |
| { | |
| EndWallStick(); | |
| } | |
| } | |
| private void WallJump() | |
| { | |
| EndWallStick(); | |
| Vector3 forceDirection = transform.up + (wallNormal * 0.1f); | |
| rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z); | |
| rb.AddForce(forceDirection.normalized * jumpForce, ForceMode.Impulse); | |
| } | |
| private void HandleStamina() | |
| { | |
| if (staminaSlider != null) | |
| { | |
| staminaSlider.value = currentStamina; | |
| } | |
| if (isSprinting) | |
| { | |
| currentStamina -= staminaDrainRate * Time.deltaTime; | |
| if (currentStamina <= 0f) | |
| { | |
| currentStamina = 0f; | |
| isSprinting = false; | |
| isExhausted = true; | |
| } | |
| } | |
| else | |
| { | |
| currentStamina += staminaRegenRate * Time.deltaTime; | |
| if (currentStamina > maxStamina) currentStamina = maxStamina; | |
| if (isExhausted && currentStamina >= (maxStamina * 0.2f)) | |
| { | |
| isExhausted = false; | |
| } | |
| } | |
| if (currentStamina <= (maxStamina * 0.2f)) | |
| { | |
| targetColor = lowStaminaColor; | |
| } | |
| else | |
| { | |
| targetColor = normalStaminaColor; | |
| } | |
| if (staminaFillImage != null) | |
| { | |
| staminaFillImage.color = Color.Lerp(staminaFillImage.color, targetColor, colorTransitionSpeed * Time.deltaTime); | |
| } | |
| if (staminaSlider != null) | |
| { | |
| staminaSlider.value = currentStamina; | |
| } | |
| } | |
| private void MovePlayer() | |
| { | |
| direction = orient.right * hozInput + orient.forward * verInput; | |
| currentMaxSpeed = Mathf.MoveTowards(currentMaxSpeed, targetMoveSpeed, sprintTransitionSpeed * Time.fixedDeltaTime); | |
| if (grounded) | |
| { | |
| rb.AddForce(direction.normalized * currentMaxSpeed * currentAcceleration, ForceMode.Force); | |
| } | |
| else | |
| { | |
| rb.AddForce(direction.normalized * currentMaxSpeed * 10f * airMultiplier, ForceMode.Force); | |
| } | |
| } | |
| private void DeceleratePlayer() | |
| { | |
| Vector3 horizontalVelocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z); | |
| Vector3 smoothedVelocity = Vector3.MoveTowards(horizontalVelocity, Vector3.zero, currentBrakingSpeed * Time.fixedDeltaTime); | |
| rb.velocity = new Vector3(smoothedVelocity.x, rb.velocity.y, smoothedVelocity.z); | |
| } | |
| private void ApplyCustomGravity() | |
| { | |
| if (!grounded) | |
| { | |
| rb.AddForce(Vector3.down * (9.81f * gravityMultiplier), ForceMode.Force); | |
| } | |
| else | |
| { | |
| rb.AddForce(Vector3.down * 9.81f, ForceMode.Force); | |
| } | |
| } | |
| private void SpeedController() | |
| { | |
| Vector3 flatVeclocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z); | |
| if (flatVeclocity.magnitude > currentMaxSpeed) | |
| { | |
| Vector3 limitedSpeed = flatVeclocity.normalized * currentMaxSpeed; | |
| rb.velocity = new Vector3(limitedSpeed.x, rb.velocity.y, limitedSpeed.z); | |
| } | |
| } | |
| private void Jump() | |
| { | |
| rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z); | |
| rb.AddForce(transform.up * jumpForce, ForceMode.Impulse); | |
| } | |
| private void UpdateVelocityUI() | |
| { | |
| if (velocityText != null) | |
| { | |
| Vector3 flatVelocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z); | |
| float speed = flatVelocity.magnitude; | |
| velocityText.text = "Speed: " + speed.ToString("F1") + " m/s"; | |
| } | |
| } | |
| private void ResetJump() | |
| { | |
| ableToJump = true; | |
| } | |
| private void OnDrawGizmos() | |
| { | |
| if (!Application.isPlaying) return; | |
| // Gizmo aligned with chest level origin | |
| Vector3 chestOrigin = transform.position + Vector3.up * (playerHeight * 0.5f); | |
| Vector3 rayDirection = mainCamera != null ? mainCamera.transform.forward : orient != null ? orient.forward : transform.forward; | |
| chestOrigin -= rayDirection * wallCheckRadius; | |
| float actualCheckDistance = wallCheckDistance + wallCheckRadius; | |
| Gizmos.color = isTouchingClimbableWall ? new Color(0, 1, 0, 0.4f) : new Color(1, 0, 0, 0.4f); | |
| Gizmos.DrawWireSphere(chestOrigin, wallCheckRadius); | |
| Gizmos.DrawLine(chestOrigin, chestOrigin + rayDirection * actualCheckDistance); | |
| if (isTouchingClimbableWall) | |
| { | |
| Gizmos.color = Color.cyan; | |
| Gizmos.DrawSphere(wallHitPoint, 0.15f); | |
| Gizmos.DrawRay(wallHitPoint, wallNormal * 0.5f); | |
| } | |
| } | |
| } |