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m_LocalScale: {x: 10, y: 1, z: 10} + m_LocalScale: {x: 20, y: 1, z: 20} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} diff --git a/Assets/Scove/PlayerMovement_Documentation.md b/Assets/Scove/PlayerMovement_Documentation.md new file mode 100644 index 00000000..4d6b0148 --- /dev/null +++ b/Assets/Scove/PlayerMovement_Documentation.md @@ -0,0 +1,112 @@ +# Tài liệu Hệ thống Di chuyển và Camera (Player Movement & Camera System) + +Tài liệu này mô tả chi tiết cơ chế hoạt động, cấu trúc kỹ thuật và lộ trình phát triển của hệ thống điều khiển nhân vật trong dự án **HALLUCINATE**. + +--- + +## 1. Kiến trúc Cốt lõi (Core Architecture) + +Hệ thống được xây dựng trên mô hình **State Machine (Máy trạng thái)** kết hợp với **CharacterController**, giúp quản lý các hành động phức tạp một cách tách biệt và dễ mở rộng. + +* **PlayerStateMachine**: Trung tâm điều phối, quản lý việc chuyển đổi giữa các trạng thái và lưu trữ các chỉ số (Tốc độ, Stamina, Gravity). +* **InputReader**: Sử dụng **Unity New Input System**, xử lý toàn bộ tín hiệu từ bàn phím/chuột. + +--- + +## 2. Định nghĩa các Trạng thái (Player States) + +Hệ thống sử dụng các State riêng biệt để xử lý logic: + +* **IdleState**: Trạng thái nghỉ khi không có input di chuyển. +* **MoveState**: Di chuyển đi bộ cơ bản. Hiện tại đang sử dụng **1D Blend Tree** (tốc độ). Sẽ sớm chuyển sang **2D Simple Blend Tree** (Forward & Strafe) để hỗ trợ di chuyển đa hướng linh hoạt hơn. +* **RunState**: Trạng thái chạy nhanh khi giữ Shift. Tiêu tốn Stamina theo thời gian. +* **DashState**: Đẩy nhân vật về phía trước một đoạn ngắn rất nhanh (Burst). Tiêu tốn Stamina ngay lập tức. +* **AirDashState**: Thực hiện Dash khi đang ở trên không. Trạng thái này sẽ reset vận tốc rơi (Y velocity) về 0 để lướt ngang. Tiêu tốn Stamina nhiều hơn Dash mặt đất. +* **DodgeState**: Né tránh hoặc lăn (Roll). Có thời gian hồi và tiêu tốn Stamina. +* **JumpState**: Kích hoạt lực nhảy dựa trên `JumpHeight`. Tiêu tốn một lượng nhỏ Stamina. +* **FallState**: Trạng thái rơi tự do. Cho phép kích hoạt các "Air Actions" như AirDash hoặc Thrust. +* **ThrustState**: Đòn trảm từ trên không lao xuống đất thẳng đứng (tương tự Genshin Impact). Vận tốc rơi sẽ tăng cực mạnh, gây chấn động khi tiếp đất. +* **CrouchState**: Ngồi và lẻn đi. Giảm chiều cao va chạm và tốc độ di chuyển. +* **ParkourState**: Tự động thực hiện các động tác vượt vật cản (Step Up, Vault). +* **InteractState**: Trạng thái tạm thời khi thực hiện tương tác với vật thể. + +--- + +## 3. Thông số Di chuyển (Movement Specs) + +| Trạng thái | Tốc độ | Mô tả | +| :--- | :--- | :--- | +| **Idle** | 0 | Trạng thái nghỉ. | +| **Walk/Move** | 6.0 | Di chuyển cơ bản (Sẽ đổi sang 2D Blend Tree). | +| **Sprint/Run** | 9.0 | Chạy nhanh, tiêu tốn Stamina. | +| **Dash (Lướt)** | 9.0 | Cú bùng nổ tốc độ ngắn (0.25s). | +| **Crouch** | 1.5 | Di chuyển chậm, hạ thấp trọng tâm. | + +--- + +## 4. Hệ thống Stamina (Thể lực) - *Dự kiến triển khai* + +Cơ chế Stamina được thiết kế để giới hạn các hành động cường độ cao của người chơi. + +* **Max Stamina**: 100 đơn vị. +* **Tiêu thụ (Consumption)**: + * **Dash**: -20 đơn vị | **AirDash**: -30 đơn vị | **Jump**: -10 đơn vị. + * **Sprinting (Run)**: -15 đơn vị/giây. +* **Hồi phục (Regeneration)**: + * **Tốc độ hồi**: +20 đơn vị/giây. + * **Độ trễ hồi (Delay)**: Bắt đầu hồi sau 1 giây kể từ lần tiêu thụ cuối cùng. + +--- + +## 5. Hệ thống Camera (Camera Controller) + +### 5.1 Chế độ xem kép (Dual View) +* **Third Person (TPV)**: Có hệ thống tránh xuyên tường (`CollisionHandler`) và làm mờ nhân vật khi ở gần (`CharacterFading`). +* **First Person (FPV) Tối ưu**: + * **Direct Snapping**: Camera gán vị trí trực tiếp vào `fpvTarget` (vùng đầu/mắt) để triệt tiêu hiện tượng lag model. + * **No Position Smoothing**: Không sử dụng `SmoothDamp` cho vị trí trong FPV để đảm bảo Camera luôn nằm "bên trong" người chơi. + +### 5.2 Hiệu ứng phản hồi (Game Feel) +* **Dynamic FOV**: FOV tự động mở rộng khi chạy nhanh (Sprint). +* **Camera Shake**: Rung màn hình dựa trên **Perlin Noise**, tính toán cường độ theo độ cao khi rơi (`Fall Impact Shake`). + +--- + +## 6. Hệ thống Tự động Thiết lập (Auto Setup System) + +Để đảm bảo tính nhất quán giữa các nhân vật, dự án sử dụng `CharacterAutoSetup`. +* **Cơ chế**: Tự động phân tích Humanoid Bones (Đầu, Vai) để cấu hình `Height`, `Radius`, và `Center` cho CharacterController. +* **Ground Check**: Đồng bộ hóa bán kính và vị trí kiểm tra mặt đất trong `PlayerStateMachine`. + +--- + +## 7. Hệ thống Tương tác (Interaction System) + +Sử dụng Interface `IInteractable`: +* **Dò tìm**: Tự động quét các vật thể trong tầm nhìn. +* **Đổi mục tiêu**: Người chơi dùng phím `Q/R` để chuyển đổi mục tiêu nếu có nhiều vật thể. +* **Thực thi**: Nhấn `E` để kích hoạt hành động tương tác. + +--- + +## 8. Hệ thống Debug & Giám sát (Debug Provider) + +Cung cấp công cụ trực quan hóa trạng thái nhân vật: +* **Debug UI**: Canvas World-space đuổi theo nhân vật, hiển thị State Name, Speed, Stamina, và Interactable Target. +* **Phím tắt**: `Ctrl + Shift + B` để ẩn/hiện bảng Debug. + +--- + +## 9. Lộ trình Thực hiện & Nâng cấp (To-Do) + +### 🔄 Ưu tiên cao +* **Tích hợp Stamina**: Áp dụng tính toán Stamina vào logic State Machine. +* **Refactor FPV Camera**: Triệt tiêu độ trễ vị trí camera trong góc nhìn thứ nhất. +* **2D Animation**: Chuyển đổi sang 2D Simple Blend Tree. + +### 🚀 Nâng cấp dài hạn +* **Thrust Impact**: Thêm VFX và Area Damage cho đòn trảm không trung. +* **Parkour nâng cao**: Vaulting (nhảy qua tường), Wall Run dựa trên `EnvironmentScanner`. + +--- +*Tài liệu được cập nhật tự động bởi Gemini CLI - 2026-03-29* diff --git a/Assets/Scove/Optimiization.unity.meta b/Assets/Scove/PlayerMovement_Documentation.md.meta similarity index 62% rename from Assets/Scove/Optimiization.unity.meta rename to Assets/Scove/PlayerMovement_Documentation.md.meta index 2c3ae418..558651ae 100644 --- a/Assets/Scove/Optimiization.unity.meta +++ b/Assets/Scove/PlayerMovement_Documentation.md.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 -guid: 0e09c148308be0446ba2f3c8bad3f6da -DefaultImporter: 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