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 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 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; [Header("Movement")] public float baseMoveSpeed = 8f; public float sprintMoveSpeed = 12f; [Tooltip("How fast your target speed transitions between walking and sprinting.")] public float sprintTransitionSpeed = 10f; public KeyCode SprintKey = KeyCode.LeftShift; private float targetMoveSpeed; private float currentMaxSpeed; public Transform orient; [Header("Acceleration Settings")] public float normalAcceleration = 5f; public float iceAcceleration = 2f; private float currentAcceleration; [Header("Friction & Braking")] public float normalGroundDrag = 0f; public float iceGroundDrag = 0f; [Header("Smooth Stop Settings")] [Tooltip("Higher numbers = stops faster. Lower numbers = slides further")] public float normalBrakingSpeed = 15f; public float iceBrakingSpeed = 0.5f; private float currentBrakingSpeed; [Header("Check Ground")] public float playerHeight = 2; public LayerMask whatIsGound; bool grounded; [Header("Jump Setting")] public float jumpForce = 13f; public float jumpCoolDown = 0.25f; public float gravityMultiplier = 2.5f; [Range(0f, 1f)] public float airMultiplier = 0.1f; [Tooltip("How long (in seconds) the game remembers your jump press before you hit the ground.")] public float jumpBufferTime = 0.35f; bool ableToJump; public KeyCode JumpKey = KeyCode.Space; private float jumpInputBufferTimer; [Header("Climb / Wall Stick Settings")] public KeyCode ClimbKey = KeyCode.Mouse0; [Tooltip("Distance from chest view to detect climbable wall.")] public float wallCheckDistance = 2.5f; [Tooltip("How wide the detection sphere is. Covers torso and head when centered at chest level.")] public float wallCheckRadius = 0.8f; [Tooltip("Time in seconds the player can hang before falling")] public float maxStickTime = 5f; [Tooltip("How far the player's pivot stays from the wall surface while wall-sticking.")] 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; [Header("Climb Prompt UI")] [Tooltip("Assign your UI Panel (positioned at the center of your screen Canvas)")] public GameObject climbPromptUI; private Camera mainCamera; [Header("Wall Timer UI")] public Slider wallTimerSlider; public Image wallTimerFillImage; public Color normalTimerColor = Color.white; public Color lowTimerColor = Color.red; public float colorTransitionSpeed = 5f; private Color targetTimerColor; [Header("Stamina Setting & UI")] 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; [Header("UI Display")] public TextMeshProUGUI velocityText; float hozInput; float verInput; Vector3 direction; bool isSprinting; Rigidbody rb; private void Start() { rb = GetComponent(); 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); } } }