Files
2026-06-04 23:22:13 +03:00

140 lines
4.2 KiB
C#

using OTGIntegrated.Stats;
using UnityEngine;
namespace OTGIntegrated.Player
{
[RequireComponent(typeof(CharacterController))]
public sealed class PlayerController : MonoBehaviour
{
[Header("Movement")]
[SerializeField] private float rotationSpeed = 12f;
[SerializeField] private float gravity = -24f;
[Header("Camera")]
public Transform cameraRoot;
public Camera playerCamera;
[SerializeField] private Vector3 cameraOffset = new Vector3(0f, 8.5f, -12.5f);
[SerializeField] private float mouseSensitivity = 2.2f;
private CharacterController characterController;
private PlayerStats playerStats;
private Vector3 velocity;
private float cameraYaw;
private bool inputEnabled = true;
public bool InputEnabled => inputEnabled;
public void Initialize(PlayerStats stats)
{
playerStats = stats != null ? stats : GetComponent<PlayerStats>();
}
private void Awake()
{
characterController = GetComponent<CharacterController>();
if (playerStats == null)
{
playerStats = GetComponent<PlayerStats>();
}
if (playerCamera == null)
{
playerCamera = Camera.main;
}
if (cameraRoot == null)
{
GameObject root = new GameObject("CameraRoot");
cameraRoot = root.transform;
cameraRoot.position = transform.position;
}
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void Update()
{
if (!inputEnabled)
{
return;
}
HandleCameraInput();
HandleMovement();
}
private void LateUpdate()
{
UpdateCamera();
}
public void SetInputEnabled(bool enabled)
{
inputEnabled = enabled;
if (!enabled)
{
velocity.x = 0f;
velocity.z = 0f;
}
}
public Vector3 GetAimForward()
{
Vector3 forward = playerCamera != null ? playerCamera.transform.forward : transform.forward;
forward.y = 0f;
return forward.sqrMagnitude > 0.001f ? forward.normalized : transform.forward;
}
private void HandleCameraInput()
{
cameraYaw += Input.GetAxis("Mouse X") * mouseSensitivity;
}
private void HandleMovement()
{
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
Vector3 input = new Vector3(horizontal, 0f, vertical);
input = Vector3.ClampMagnitude(input, 1f);
Quaternion yawRotation = Quaternion.Euler(0f, cameraYaw, 0f);
Vector3 move = yawRotation * input;
float moveSpeed = playerStats != null ? playerStats.MoveSpeed : 5f;
if (move.sqrMagnitude > 0.001f)
{
Quaternion targetRotation = Quaternion.LookRotation(move, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
}
if (characterController.isGrounded && velocity.y < 0f)
{
velocity.y = -2f;
}
velocity.y += gravity * Time.deltaTime;
Vector3 motion = move * moveSpeed + Vector3.up * velocity.y;
characterController.Move(motion * Time.deltaTime);
}
private void UpdateCamera()
{
if (cameraRoot == null)
{
return;
}
cameraRoot.position = transform.position;
cameraRoot.rotation = Quaternion.Euler(0f, cameraYaw, 0f);
if (playerCamera != null)
{
Vector3 offset = Quaternion.Euler(0f, cameraYaw, 0f) * cameraOffset;
playerCamera.transform.position = transform.position + offset;
playerCamera.transform.LookAt(transform.position + Vector3.up * 1.1f);
}
}
}
}