Enhanced ClimbHandController functionality with improved and robust animation handling.
Browse files
Assets/Scripts/Interact/ClimbHandController.cs
CHANGED
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@@ -4,43 +4,56 @@ using UnityEngine;
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/// <summary>
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/// Drives visibility, position, and animation of the FPS climb hand.
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///
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-
/// Default state: hidden,
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///
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/// Flow (all driven by events from <see cref="PlayerMovement"/>, no polling):
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/// 1. Climb prompt appears (player looks at a climbable wall while airborne)
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/// -> hand becomes visible
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/// 2. Player actually sticks to the wall (ClimbKey pressed & leap completes)
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/// ->
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/// 3. Wall stick ends (timer ran out, key toggled off, wall jump, grounded, etc.)
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/// -> crossfade back to Idle, tween
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/// 4. Climb prompt disappears without ever sticking (player looked away)
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/// -> tween back to handRestPos
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/// </summary>
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public class ClimbHandController : MonoBehaviour
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{
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[Header("References")]
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[Tooltip("The PlayerMovement script driving climb state. Auto-found on parent/scene if left empty.")]
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[SerializeField] private PlayerMovement playerMovement;
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[Tooltip("Renderers to toggle for visibility
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[SerializeField] private Renderer[] handRenderers;
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[Tooltip("Animator
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[SerializeField] private Animator handAnimator;
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[Tooltip("Empty transform: where the hand
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[SerializeField] private Transform handRestPos;
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[Tooltip("Empty transform: where the hand
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[SerializeField] private Transform fpsHandPos;
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[Header("Animator State Names")]
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[SerializeField] private string idleStateName = "Idle R Hand";
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[SerializeField] private string stickStateName = "stckHandR 1";
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[Header("Timing")]
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[Tooltip("How long the hand takes to move between rest and FPS position.")]
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[SerializeField] private float moveDuration = 0.7f;
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[SerializeField] private float animCrossfadeDuration = 0.
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private Coroutine moveRoutine;
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private Coroutine
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private bool isVisible;
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private void Reset()
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@@ -56,6 +69,11 @@ public class ClimbHandController : MonoBehaviour
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if (playerMovement == null) playerMovement = FindObjectOfType<PlayerMovement>();
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if (handAnimator == null) handAnimator = GetComponentInChildren<Animator>();
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if (handRenderers == null || handRenderers.Length == 0) handRenderers = GetComponentsInChildren<Renderer>();
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}
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private void OnEnable()
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@@ -84,88 +102,83 @@ public class ClimbHandController : MonoBehaviour
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}
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if (moveRoutine != null) StopCoroutine(moveRoutine);
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if (
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}
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// --- Event Handlers -----------------------------------------------------
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private void HandleClimbPromptChanged(bool shown)
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{
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-
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if (playerMovement.IsWallSticking) return;
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if (shown)
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ShowAndMoveToFPS();
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}
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else
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{
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MoveToRestThenHide();
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}
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}
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private void HandleWallStickStarted()
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{
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SetVisible(true);
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-
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transform.position = fpsHandPos.position;
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transform.rotation = fpsHandPos.rotation;
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}
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private void HandleWallStickEnded()
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{
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-
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stickWatchRoutine = null;
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}
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ReturnToIdleAnimation();
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MoveToRestThenHide();
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}
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-
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{
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// Purely observational - PlayerMovement owns the authoritative timer and calls EndWallStick()
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// itself when it hits zero, which triggers HandleWallStickEnded() above. This coroutine exists
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// only in case you want per-frame hand feedback (e.g. shake) later; it does not end the stick itself.
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while (playerMovement.IsWallSticking)
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{
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yield return null;
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}
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}
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// --- Movement / Visibility -----------------------------------------------
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private void ShowAndMoveToFPS()
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{
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SetVisible(true);
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-
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}
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private void MoveToRestThenHide()
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{
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// If already hidden, nothing to do.
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if (!isVisible) return;
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{
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SetVisible(false);
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});
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}
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private void StartMove(
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{
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if (moveRoutine != null) StopCoroutine(moveRoutine);
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moveRoutine = StartCoroutine(MoveRoutine(
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}
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private IEnumerator MoveRoutine(Vector3 startPos, Quaternion startRot, Transform target, System.Action onComplete)
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@@ -202,12 +215,13 @@ public class ClimbHandController : MonoBehaviour
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private void SnapToRestAndHide()
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{
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if (moveRoutine != null) StopCoroutine(moveRoutine);
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if (handRestPos != null)
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{
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transform.
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transform.
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}
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SetVisible(false);
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@@ -218,30 +232,54 @@ public class ClimbHandController : MonoBehaviour
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private void PlayStickAnimationAndFreeze()
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{
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if (handAnimator == null)
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}
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private IEnumerator PlayStickRoutine()
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{
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handAnimator.
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// Wait
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{
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state = handAnimator.GetCurrentAnimatorStateInfo(0);
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yield return null;
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}
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// Freeze on the last frame
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handAnimator.speed = 0f;
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}
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private void ReturnToIdleAnimation(bool instant = false)
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@@ -252,17 +290,16 @@ public class ClimbHandController : MonoBehaviour
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if (instant)
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{
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handAnimator.Play(idleStateName,
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}
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else
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{
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handAnimator.CrossFadeInFixedTime(idleStateName, animCrossfadeDuration);
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}
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}
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private void
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{
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// needs independent cancellation later without touching position tweening.
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}
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}
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/// <summary>
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/// Drives visibility, position, and animation of the FPS climb hand.
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///
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+
/// Default state: hidden, PARENTED to <see cref="handRestPos"/> (local identity), Animator on Idle.
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///
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/// Flow (all driven by events from <see cref="PlayerMovement"/>, no polling):
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/// 1. Climb prompt appears (player looks at a climbable wall while airborne)
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/// -> hand becomes visible, unparents, tweens handRestPos -> fpsHandPos over moveDuration,
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/// then re-parents to fpsHandPos (so it stays locked to it, e.g. if it sways with the camera).
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/// 2. Player actually sticks to the wall (ClimbKey pressed & leap completes)
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/// -> hand unparents and is positioned at the wall hit point (+ a small right-hand offset),
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/// crossfades to the stick animation, plays once, freezes on the last frame.
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/// 3. Wall stick ends (timer ran out, key toggled off, wall jump, grounded, etc.)
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/// -> crossfade back to Idle, tween wall-position -> handRestPos, then re-parent + hide.
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/// 4. Climb prompt disappears without ever sticking (player looked away)
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/// -> tween back to handRestPos, re-parent, hide. Same as #3 minus the animation swap.
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/// </summary>
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public class ClimbHandController : MonoBehaviour
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{
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[Header("References")]
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[Tooltip("The PlayerMovement script driving climb state. Auto-found on parent/scene if left empty.")]
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[SerializeField] private PlayerMovement playerMovement;
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[Tooltip("Renderers to toggle for visibility. Auto-found in children if left empty.")]
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[SerializeField] private Renderer[] handRenderers;
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[Tooltip("Animator component ON THE HAND PREFAB (drag the hand GameObject itself, not the Controller asset - the Controller asset must already be assigned inside that Animator's own Controller slot).")]
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[SerializeField] private Animator handAnimator;
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[Tooltip("Empty transform: where the hand parents/hides when not climbing.")]
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[SerializeField] private Transform handRestPos;
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[Tooltip("Empty transform: where the hand parents while the climb prompt is shown / before sticking.")]
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[SerializeField] private Transform fpsHandPos;
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[Header("Wall Stick Offset")]
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[Tooltip("Local offset applied at the wall-stick position, along the player's right vector (positive = right). Since this is currently a right-hand-only prefab.")]
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[SerializeField] private float rightHandOffset = 0.15f;
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[Tooltip("Additional offset along the wall normal (positive = away from the wall, prevents clipping).")]
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[SerializeField] private float wallNormalOffset = 0.05f;
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[Header("Animator State Names")]
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[Tooltip("Must exactly match the state name in the Animator Controller's Base Layer (index 0).")]
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[SerializeField] private string idleStateName = "Idle R Hand";
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[SerializeField] private string stickStateName = "stckHandR 1";
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[SerializeField] private int animatorLayer = 0;
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[Header("Timing")]
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[Tooltip("How long the hand takes to move between rest and FPS position.")]
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[SerializeField] private float moveDuration = 0.7f;
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[SerializeField] private float animCrossfadeDuration = 0.1f;
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[Header("Debug")]
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[SerializeField] private bool debugLogging = false;
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private Coroutine moveRoutine;
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private Coroutine stickAnimRoutine;
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private bool isVisible;
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private void Reset()
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if (playerMovement == null) playerMovement = FindObjectOfType<PlayerMovement>();
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if (handAnimator == null) handAnimator = GetComponentInChildren<Animator>();
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if (handRenderers == null || handRenderers.Length == 0) handRenderers = GetComponentsInChildren<Renderer>();
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if (handAnimator == null)
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Debug.LogWarning("[ClimbHandController] No Animator found/assigned. Animations will not play.");
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else if (handAnimator.runtimeAnimatorController == null)
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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).");
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}
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private void OnEnable()
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}
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if (moveRoutine != null) StopCoroutine(moveRoutine);
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if (stickAnimRoutine != null) StopCoroutine(stickAnimRoutine);
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}
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// --- Event Handlers -----------------------------------------------------
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private void HandleClimbPromptChanged(bool shown)
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{
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if (playerMovement.IsWallSticking) return; // stick events own the hand while sticking
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if (shown) ShowAndMoveToFPS();
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else MoveToRestThenHide();
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}
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private void HandleWallStickStarted(Vector3 wallHitPoint, Vector3 wallNormal)
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{
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Log("Wall stick started - positioning at wall hit point.");
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if (moveRoutine != null) { StopCoroutine(moveRoutine); moveRoutine = null; }
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SetVisible(true);
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transform.SetParent(null, true);
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// Position at the wall hit point, pushed slightly off the surface, offset to the player's right
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// so a right-hand-only prefab reads correctly on the wall.
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Vector3 rightAxis = playerMovement.Orient != null ? playerMovement.Orient.right : transform.right;
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Vector3 targetPos = wallHitPoint + wallNormal * wallNormalOffset + rightAxis * rightHandOffset;
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Quaternion targetRot = Quaternion.LookRotation(-wallNormal, rightAxis);
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transform.position = targetPos;
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transform.rotation = targetRot;
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PlayStickAnimationAndFreeze();
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}
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private void HandleWallStickEnded()
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{
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Log("Wall stick ended - returning to idle and rest position.");
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if (stickAnimRoutine != null) { StopCoroutine(stickAnimRoutine); stickAnimRoutine = null; }
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ReturnToIdleAnimation();
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MoveToRestThenHide();
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}
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// --- Movement / Parenting -----------------------------------------------
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private void ShowAndMoveToFPS()
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{
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SetVisible(true);
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transform.SetParent(null, true); // unparent from rest so we can tween in world space
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StartMove(transform.position, transform.rotation, fpsHandPos, () =>
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{
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// Lock to fpsHandPos so it tracks it (e.g. if it sways with camera bob).
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transform.SetParent(fpsHandPos, true);
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transform.localPosition = Vector3.zero;
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transform.localRotation = Quaternion.identity;
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});
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}
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private void MoveToRestThenHide()
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{
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if (!isVisible) return;
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transform.SetParent(null, true);
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StartMove(transform.position, transform.rotation, handRestPos, () =>
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{
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transform.SetParent(handRestPos, true);
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transform.localPosition = Vector3.zero;
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transform.localRotation = Quaternion.identity;
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SetVisible(false);
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});
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}
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private void StartMove(Vector3 fromPos, Quaternion fromRot, Transform target, System.Action onComplete)
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{
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if (moveRoutine != null) StopCoroutine(moveRoutine);
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moveRoutine = StartCoroutine(MoveRoutine(fromPos, fromRot, target, onComplete));
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}
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private IEnumerator MoveRoutine(Vector3 startPos, Quaternion startRot, Transform target, System.Action onComplete)
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private void SnapToRestAndHide()
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{
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if (moveRoutine != null) { StopCoroutine(moveRoutine); moveRoutine = null; }
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if (handRestPos != null)
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{
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transform.SetParent(handRestPos, true);
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transform.localPosition = Vector3.zero;
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transform.localRotation = Quaternion.identity;
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}
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SetVisible(false);
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private void PlayStickAnimationAndFreeze()
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{
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if (handAnimator == null)
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{
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Log("Cannot play stick animation - no Animator assigned/found.");
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return;
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}
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if (stickAnimRoutine != null) StopCoroutine(stickAnimRoutine);
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stickAnimRoutine = StartCoroutine(PlayStickRoutine());
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}
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private IEnumerator PlayStickRoutine()
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{
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handAnimator.speed = 1f;
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handAnimator.CrossFadeInFixedTime(stickStateName, animCrossfadeDuration, animatorLayer);
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// Wait for the crossfade to finish and confirm we actually landed on the target state.
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// (During the crossfade itself, GetCurrentAnimatorStateInfo may still report the previous state.)
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float safetyTimer = 0f;
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const float safetyLimit = 2f;
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while (!handAnimator.GetCurrentAnimatorStateInfo(animatorLayer).IsName(stickStateName))
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{
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safetyTimer += Time.deltaTime;
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if (safetyTimer > safetyLimit)
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{
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| 260 |
+
Debug.LogWarning($"[ClimbHandController] Timed out waiting to enter state '{stickStateName}'. " +
|
| 261 |
+
"Check that the Animator state name matches EXACTLY (case-sensitive) and lives on layer " + animatorLayer + ".");
|
| 262 |
+
yield break;
|
| 263 |
+
}
|
| 264 |
+
yield return null;
|
| 265 |
+
}
|
| 266 |
|
| 267 |
+
Log($"Entered '{stickStateName}', playing until it completes.");
|
| 268 |
+
|
| 269 |
+
// Play forward until the clip completes once.
|
| 270 |
+
AnimatorStateInfo state = handAnimator.GetCurrentAnimatorStateInfo(animatorLayer);
|
| 271 |
+
while (state.normalizedTime < 1f)
|
| 272 |
{
|
|
|
|
| 273 |
yield return null;
|
| 274 |
+
state = handAnimator.GetCurrentAnimatorStateInfo(animatorLayer);
|
| 275 |
+
|
| 276 |
+
// If something transitioned us away (e.g. Any State override), bail safely.
|
| 277 |
+
if (!state.IsName(stickStateName)) yield break;
|
| 278 |
}
|
| 279 |
|
| 280 |
+
// Freeze on the last frame.
|
| 281 |
handAnimator.speed = 0f;
|
| 282 |
+
Log($"'{stickStateName}' finished - frozen on last frame.");
|
| 283 |
}
|
| 284 |
|
| 285 |
private void ReturnToIdleAnimation(bool instant = false)
|
|
|
|
| 290 |
|
| 291 |
if (instant)
|
| 292 |
{
|
| 293 |
+
handAnimator.Play(idleStateName, animatorLayer, 0f);
|
| 294 |
}
|
| 295 |
else
|
| 296 |
{
|
| 297 |
+
handAnimator.CrossFadeInFixedTime(idleStateName, animCrossfadeDuration, animatorLayer);
|
| 298 |
}
|
| 299 |
}
|
| 300 |
|
| 301 |
+
private void Log(string msg)
|
| 302 |
{
|
| 303 |
+
if (debugLogging) Debug.Log($"[ClimbHandController] {msg}");
|
|
|
|
| 304 |
}
|
| 305 |
}
|
Assets/Scripts/PlayerMovement.cs
CHANGED
|
@@ -12,12 +12,14 @@ public class PlayerMovement : MonoBehaviour
|
|
| 12 |
// Fired when the climb prompt becomes visible/hidden (i.e. player is looking at a climbable wall while airborne).
|
| 13 |
public event Action<bool> OnClimbPromptChanged;
|
| 14 |
// Fired the moment the player actually sticks to the wall (after the leap finishes).
|
| 15 |
-
|
|
|
|
| 16 |
// Fired the moment wall sticking ends, for ANY reason (grounded, key toggle, wall jump, or timer running out).
|
| 17 |
public event Action OnWallStickEnded;
|
| 18 |
// Current normalized stick time remaining (1 = full, 0 = about to fall). Read-only for consumers.
|
| 19 |
public float StickTimeRemaining01 => maxStickTime > 0f ? Mathf.Clamp01(stickTimer / maxStickTime) : 0f;
|
| 20 |
public bool IsWallSticking => isWallSticking;
|
|
|
|
| 21 |
|
| 22 |
[Header("Movement")]
|
| 23 |
public float baseMoveSpeed = 8f;
|
|
@@ -380,7 +382,7 @@ public class PlayerMovement : MonoBehaviour
|
|
| 380 |
wallTimerFillImage.color = normalTimerColor;
|
| 381 |
}
|
| 382 |
|
| 383 |
-
OnWallStickStarted?.Invoke();
|
| 384 |
}
|
| 385 |
|
| 386 |
private void EndWallStick()
|
|
|
|
| 12 |
// Fired when the climb prompt becomes visible/hidden (i.e. player is looking at a climbable wall while airborne).
|
| 13 |
public event Action<bool> OnClimbPromptChanged;
|
| 14 |
// Fired the moment the player actually sticks to the wall (after the leap finishes).
|
| 15 |
+
// Passes the wall hit point and wall normal so external systems (e.g. hand IK) can position themselves.
|
| 16 |
+
public event Action<Vector3, Vector3> OnWallStickStarted;
|
| 17 |
// Fired the moment wall sticking ends, for ANY reason (grounded, key toggle, wall jump, or timer running out).
|
| 18 |
public event Action OnWallStickEnded;
|
| 19 |
// Current normalized stick time remaining (1 = full, 0 = about to fall). Read-only for consumers.
|
| 20 |
public float StickTimeRemaining01 => maxStickTime > 0f ? Mathf.Clamp01(stickTimer / maxStickTime) : 0f;
|
| 21 |
public bool IsWallSticking => isWallSticking;
|
| 22 |
+
public Transform Orient => orient;
|
| 23 |
|
| 24 |
[Header("Movement")]
|
| 25 |
public float baseMoveSpeed = 8f;
|
|
|
|
| 382 |
wallTimerFillImage.color = normalTimerColor;
|
| 383 |
}
|
| 384 |
|
| 385 |
+
OnWallStickStarted?.Invoke(wallHitPoint, wallNormal);
|
| 386 |
}
|
| 387 |
|
| 388 |
private void EndWallStick()
|