From d418535a7b664a726760ecb41538fd24b2ef2a9e Mon Sep 17 00:00:00 2001
From: Scove <104053980+Scove-Metalreal@users.noreply.github.com>
Date: Fri, 27 Mar 2026 12:08:16 +0700
Subject: [PATCH] Update
---
.idea/.idea.HALLUCINATE/.idea/workspace.xml | 29 +-
Assets/InputSystem_Actions.inputactions | 49 ++-
Assets/InputSystem_Actions.inputactions.meta | 2 +-
Assets/Prefabs/Main Camera.prefab | 76 +++--
Assets/Prefabs/Player.prefab | 97 +++---
Assets/Scove/Player Movement.unity | 151 +--------
.../CameraCharacterFading.cs | 31 ++
.../CameraCharacterFading.cs.meta | 2 +
.../CameraCollisionHandler.cs | 24 ++
.../CameraCollisionHandler.cs.meta | 2 +
.../Camera Controller/CameraController.cs | 292 +++---------------
.../Camera Controller/CameraDynamicFOV.cs | 28 ++
.../CameraDynamicFOV.cs.meta | 2 +
.../CameraOcclusionTransparency.cs | 58 ++++
.../CameraOcclusionTransparency.cs.meta | 2 +
.../CameraRotationHandler.cs | 66 ++++
.../CameraRotationHandler.cs.meta | 2 +
.../Camera Controller/CameraShakeManager.cs | 78 +++++
.../CameraShakeManager.cs.meta | 2 +
.../Camera Controller/CameraSideBias.cs | 32 ++
.../Camera Controller/CameraSideBias.cs.meta | 2 +
.../Camera Controller/CameraZoomHandler.cs | 29 ++
.../CameraZoomHandler.cs.meta | 2 +
.../Scripts/Player Controller/InputReader.cs | 10 +
ProjectSettings/TagManager.asset | 34 +-
25 files changed, 565 insertions(+), 537 deletions(-)
create mode 100644 Assets/Scripts/Camera Controller/CameraCharacterFading.cs
create mode 100644 Assets/Scripts/Camera Controller/CameraCharacterFading.cs.meta
create mode 100644 Assets/Scripts/Camera Controller/CameraCollisionHandler.cs
create mode 100644 Assets/Scripts/Camera Controller/CameraCollisionHandler.cs.meta
create mode 100644 Assets/Scripts/Camera Controller/CameraDynamicFOV.cs
create mode 100644 Assets/Scripts/Camera Controller/CameraDynamicFOV.cs.meta
create mode 100644 Assets/Scripts/Camera Controller/CameraOcclusionTransparency.cs
create mode 100644 Assets/Scripts/Camera Controller/CameraOcclusionTransparency.cs.meta
create mode 100644 Assets/Scripts/Camera Controller/CameraRotationHandler.cs
create mode 100644 Assets/Scripts/Camera Controller/CameraRotationHandler.cs.meta
create mode 100644 Assets/Scripts/Camera Controller/CameraShakeManager.cs
create mode 100644 Assets/Scripts/Camera Controller/CameraShakeManager.cs.meta
create mode 100644 Assets/Scripts/Camera Controller/CameraSideBias.cs
create mode 100644 Assets/Scripts/Camera Controller/CameraSideBias.cs.meta
create mode 100644 Assets/Scripts/Camera Controller/CameraZoomHandler.cs
create mode 100644 Assets/Scripts/Camera Controller/CameraZoomHandler.cs.meta
diff --git a/.idea/.idea.HALLUCINATE/.idea/workspace.xml b/.idea/.idea.HALLUCINATE/.idea/workspace.xml
index 2e3f61f6..c4965257 100644
--- a/.idea/.idea.HALLUCINATE/.idea/workspace.xml
+++ b/.idea/.idea.HALLUCINATE/.idea/workspace.xml
@@ -5,27 +5,14 @@
-
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
@@ -118,7 +105,7 @@
1774531360140
-
+
diff --git a/Assets/InputSystem_Actions.inputactions b/Assets/InputSystem_Actions.inputactions
index 1a12cb91..29ceeb76 100644
--- a/Assets/InputSystem_Actions.inputactions
+++ b/Assets/InputSystem_Actions.inputactions
@@ -1,4 +1,5 @@
{
+ "version": 1,
"name": "InputSystem_Actions",
"maps": [
{
@@ -27,7 +28,7 @@
"name": "Attack",
"type": "Button",
"id": "6c2ab1b8-8984-453a-af3d-a3c78ae1679a",
- "expectedControlType": "Button",
+ "expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
@@ -63,7 +64,7 @@
"name": "Previous",
"type": "Button",
"id": "2776c80d-3c14-4091-8c56-d04ced07a2b0",
- "expectedControlType": "Button",
+ "expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
@@ -72,7 +73,7 @@
"name": "Next",
"type": "Button",
"id": "b7230bb6-fc9b-4f52-8b25-f5e19cb2c2ba",
- "expectedControlType": "Button",
+ "expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
@@ -85,6 +86,15 @@
"processors": "",
"interactions": "",
"initialStateCheck": false
+ },
+ {
+ "name": "Scroll",
+ "type": "Value",
+ "id": "1702ffae-5ad3-4532-9855-bf7e2a8ae749",
+ "expectedControlType": "Vector2",
+ "processors": "",
+ "interactions": "",
+ "initialStateCheck": true
}
],
"bindings": [
@@ -319,6 +329,17 @@
"isComposite": false,
"isPartOfComposite": false
},
+ {
+ "name": "",
+ "id": "c1c5f1be-b30c-4565-a190-774554559b8f",
+ "path": "/e",
+ "interactions": "",
+ "processors": "",
+ "groups": "",
+ "action": "Next",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
{
"name": "",
"id": "cbac6039-9c09-46a1-b5f2-4e5124ccb5ed",
@@ -407,6 +428,17 @@
"isComposite": false,
"isPartOfComposite": false
},
+ {
+ "name": "",
+ "id": "f6175381-88f9-4a4c-b99f-ca84606ad42d",
+ "path": "/q",
+ "interactions": "",
+ "processors": "",
+ "groups": "",
+ "action": "Previous",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
{
"name": "",
"id": "1534dc16-a6aa-499d-9c3a-22b47347b52a",
@@ -472,6 +504,17 @@
"action": "Crouch",
"isComposite": false,
"isPartOfComposite": false
+ },
+ {
+ "name": "",
+ "id": "530195d8-9983-48c9-b5cf-305ee78dd292",
+ "path": "/scroll",
+ "interactions": "",
+ "processors": "",
+ "groups": "",
+ "action": "Scroll",
+ "isComposite": false,
+ "isPartOfComposite": false
}
]
},
diff --git a/Assets/InputSystem_Actions.inputactions.meta b/Assets/InputSystem_Actions.inputactions.meta
index 6b38b043..ec8aca63 100644
--- a/Assets/InputSystem_Actions.inputactions.meta
+++ b/Assets/InputSystem_Actions.inputactions.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 052faaac586de48259a63d0c4782560b
+guid: ac73bbdc8e64ac34c9525df400c1534f
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
diff --git a/Assets/Prefabs/Main Camera.prefab b/Assets/Prefabs/Main Camera.prefab
index 88d1ffb7..e08bd9fc 100644
--- a/Assets/Prefabs/Main Camera.prefab
+++ b/Assets/Prefabs/Main Camera.prefab
@@ -152,40 +152,48 @@ MonoBehaviour:
m_EditorClassIdentifier: Assembly-CSharp::OnlyScove.Scripts.CameraController
inputReader: {fileID: 0}
followTarget: {fileID: 0}
- distance: 5
- minDistance: 2
- maxDistance: 15
- zoomSensitivity: 10
- sensitivity: 20
- collisionLayers:
- serializedVersion: 2
- m_Bits: 192
- cameraRadius: 0.2
positionSmoothTime: 0.08
rotationSmoothTime: 10
- useAutoRotation: 1
- autoRotateDelay: 2.5
- autoRotateSpeed: 2
- useTransparency: 1
- transparencyLayers:
- serializedVersion: 2
- m_Bits: 256
- fadeAlpha: 0.3
- useDynamicFOV: 1
- baseFOV: 60
- sprintFOV: 70
- fovSmoothTime: 5
- useCharacterFading: 1
- minVisibleDistance: 1.2
- fullyHiddenDistance: 0.6
- characterRenderers:
- - {fileID: 0}
- useSideBias: 1
- horizontalBiasAmount: 0.5
- biasSmoothTime: 3
- useShake: 1
- minVerticalAngle: -45
- maxVerticalAngle: 45
framingOffset: {x: 0.5, y: 1.5}
- invertX: 0
- invertY: 1
+ rotationHandler:
+ sensitivity: 10
+ minVerticalAngle: -45
+ maxVerticalAngle: 45
+ invertX: 0
+ invertY: 0
+ useAutoRotation: 1
+ autoRotateDelay: 2.5
+ autoRotateSpeed: 2
+ zoomHandler:
+ distance: 20
+ minDistance: 1
+ maxDistance: 20
+ zoomSensitivity: 10
+ collisionHandler:
+ collisionLayers:
+ serializedVersion: 2
+ m_Bits: 192
+ cameraRadius: 0.2
+ occlusionTransparency:
+ useTransparency: 1
+ transparencyLayers:
+ serializedVersion: 2
+ m_Bits: 256
+ fadeAlpha: 0.3
+ dynamicFOV:
+ useDynamicFOV: 1
+ baseFOV: 60
+ sprintFOV: 70
+ fovSmoothTime: 5
+ characterFading:
+ useCharacterFading: 1
+ minVisibleDistance: 1.2
+ fullyHiddenDistance: 0.6
+ characterRenderers:
+ - {fileID: 0}
+ sideBias:
+ useSideBias: 1
+ horizontalBiasAmount: 0.5
+ biasSmoothTime: 3
+ shakeManager:
+ useShake: 1
diff --git a/Assets/Prefabs/Player.prefab b/Assets/Prefabs/Player.prefab
index eef303b4..bbd13b41 100644
--- a/Assets/Prefabs/Player.prefab
+++ b/Assets/Prefabs/Player.prefab
@@ -18,7 +18,6 @@ GameObject:
- component: {fileID: 3043298118541876184}
- component: {fileID: 3866929919288054183}
- component: {fileID: 5773292363125757170}
- - component: {fileID: 6232027636359170013}
m_Layer: 0
m_Name: Player
m_TagString: Player
@@ -80,13 +79,13 @@ CharacterController:
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
- m_Height: 1.8
- m_Radius: 0.2
+ m_Height: 1.7584704
+ m_Radius: 0.19215722
m_SlopeLimit: 45
- m_StepOffset: 0.3
- m_SkinWidth: 0.08
+ m_StepOffset: 0.26377058
+ m_SkinWidth: 0.019215723
m_MinMoveDistance: 0.001
- m_Center: {x: 0, y: 0.9, z: 0.1}
+ m_Center: {x: 0, y: 0.8984509, z: 0.05}
--- !u!95 &9098752589608501196
Animator:
serializedVersion: 7
@@ -133,7 +132,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 62899f850307741f2a39c98a8b639597, type: 3}
m_Name:
m_EditorClassIdentifier: Unity.InputSystem::UnityEngine.InputSystem.PlayerInput
- m_Actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
+ m_Actions: {fileID: -944628639613478452, guid: ac73bbdc8e64ac34c9525df400c1534f, type: 3}
m_NotificationBehavior: 2
m_UIInputModule: {fileID: 0}
m_DeviceLostEvent:
@@ -180,13 +179,13 @@ MonoBehaviour:
m_ActionName: 'Player/Look[/Mouse/delta]'
- m_PersistentCalls:
m_Calls:
- - m_Target: {fileID: 1054594849095937263}
- m_TargetAssemblyTypeName: UnityEngine.GameObject, UnityEngine
- m_MethodName:
- m_Mode: 1
+ - m_Target: {fileID: 5600577104145922999}
+ m_TargetAssemblyTypeName: OnlyScove.Scripts.InputReader, Assembly-CSharp
+ m_MethodName: OnAttack
+ m_Mode: 0
m_Arguments:
m_ObjectArgument: {fileID: 0}
- m_ObjectArgumentAssemblyTypeName:
+ m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
@@ -196,13 +195,13 @@ MonoBehaviour:
m_ActionName: 'Player/Attack[/Mouse/leftButton,/Keyboard/enter]'
- m_PersistentCalls:
m_Calls:
- - m_Target: {fileID: 1054594849095937263}
- m_TargetAssemblyTypeName:
- m_MethodName:
- m_Mode: 1
+ - m_Target: {fileID: 5600577104145922999}
+ m_TargetAssemblyTypeName: OnlyScove.Scripts.InputReader, Assembly-CSharp
+ m_MethodName: OnInteract
+ m_Mode: 0
m_Arguments:
m_ObjectArgument: {fileID: 0}
- m_ObjectArgumentAssemblyTypeName:
+ m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
@@ -244,13 +243,13 @@ MonoBehaviour:
m_ActionName: 'Player/Jump[/Keyboard/space]'
- m_PersistentCalls:
m_Calls:
- - m_Target: {fileID: 1054594849095937263}
- m_TargetAssemblyTypeName:
- m_MethodName:
- m_Mode: 1
+ - m_Target: {fileID: 5600577104145922999}
+ m_TargetAssemblyTypeName: OnlyScove.Scripts.InputReader, Assembly-CSharp
+ m_MethodName: OnPrevious
+ m_Mode: 0
m_Arguments:
m_ObjectArgument: {fileID: 0}
- m_ObjectArgumentAssemblyTypeName:
+ m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
@@ -260,13 +259,13 @@ MonoBehaviour:
m_ActionName: 'Player/Previous[/Keyboard/1]'
- m_PersistentCalls:
m_Calls:
- - m_Target: {fileID: 1054594849095937263}
- m_TargetAssemblyTypeName:
- m_MethodName:
- m_Mode: 1
+ - m_Target: {fileID: 5600577104145922999}
+ m_TargetAssemblyTypeName: OnlyScove.Scripts.InputReader, Assembly-CSharp
+ m_MethodName: OnNext
+ m_Mode: 0
m_Arguments:
m_ObjectArgument: {fileID: 0}
- m_ObjectArgumentAssemblyTypeName:
+ m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
@@ -393,7 +392,7 @@ MonoBehaviour:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1054594849095937263}
- m_Enabled: 1
+ m_Enabled: 0
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: e16a6690e589f0449ad89a6bf508ab62, type: 3}
m_Name:
@@ -410,7 +409,7 @@ MonoBehaviour:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1054594849095937263}
- m_Enabled: 1
+ m_Enabled: 0
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 1630760c9d97a5f4eb1bc179549c95cd, type: 3}
m_Name:
@@ -431,48 +430,22 @@ MonoBehaviour:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1054594849095937263}
- m_Enabled: 1
+ m_Enabled: 0
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 271dd39a46bad974485107bb1a070e0a, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::OnlyScove.Scripts.SukunaDomainController
- playerStateMachine: {fileID: 0}
+ playerStateMachine: {fileID: 830356296960548640}
slashPrefab: {fileID: 7424378359907903745, guid: 80f98b444eac25541afe9e9081c8303a, type: 3}
shrinePrefab: {fileID: 5712645696331672719, guid: b0b71c635e9971346ae9ab6b7ecdd65d, type: 3}
- domainVolumeProfile: {fileID: 0}
+ domainVolumeProfile: {fileID: 11400000, guid: 837c34edbcc0ece44ae8c54e25ec20de, type: 2}
cinematicCameraPoint: {fileID: 0}
- domainRadius: 15
+ domainRadius: 30
domainDuration: 10
- slashRate: 15
- shrineRiseHeight: 4
+ slashRate: 100
+ shrineRiseHeight: 5
shrineFloorOffset: 0.5
camMoveSpeed: 4
---- !u!114 &6232027636359170013
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- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 1054594849095937263}
- m_Enabled: 1
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- m_Script: {fileID: 11500000, guid: 8958fecc82ae04c7d9128101addbdc3b, type: 3}
- m_Name:
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- _InnerSphereOffset: 0.109
- _VelocityOffset: 0.04
- _CompensateForWaveMotion: 0.45
- _BoostLargeWaves: 0
- _TeleportSpeed: 500
- _WarnOnTeleport: 0
- _MaximumSpeed: 100
- _WarnOnSpeedClamp: 0
- _DebugSubsteps: 1
--- !u!1 &4262004705141875331
GameObject:
m_ObjectHideFlags: 0
@@ -772,7 +745,7 @@ PrefabInstance:
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propertyPath: 'm_Materials.Array.data[0]'
value:
- objectReference: {fileID: 2100000, guid: 0060976ac2b2a48498435dd6d13f0b27, type: 2}
+ objectReference: {fileID: 3297912226980038121, guid: 8290c8e8479e3b744b22042adbe32801, type: 3}
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propertyPath: 'm_Materials.Array.data[1]'
value:
diff --git a/Assets/Scove/Player Movement.unity b/Assets/Scove/Player Movement.unity
index 936673e2..bb6b2f40 100644
--- a/Assets/Scove/Player Movement.unity
+++ b/Assets/Scove/Player Movement.unity
@@ -806,17 +806,6 @@ Transform:
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!114 &1965226596 stripped
-MonoBehaviour:
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- m_GameObject: {fileID: 0}
- m_Enabled: 1
- m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 848ad6fdeb60b254497391392419b063, type: 3}
- m_Name:
- m_EditorClassIdentifier: Assembly-CSharp::OnlyScove.Scripts.PlayerStateMachine
--- !u!1 &2101138892
GameObject:
m_ObjectHideFlags: 0
@@ -961,6 +950,10 @@ PrefabInstance:
propertyPath: m_Name
value: Main Camera
objectReference: {fileID: 0}
+ - target: {fileID: 2771692228748849855, guid: fb7874830b9e56341bf88f2a1123c677, type: 3}
+ propertyPath: m_Layer
+ value: 8
+ objectReference: {fileID: 0}
- target: {fileID: 3657229949309460766, guid: fb7874830b9e56341bf88f2a1123c677, type: 3}
propertyPath: inputReader
value:
@@ -977,6 +970,10 @@ PrefabInstance:
propertyPath: 'characterRenderers.Array.data[0]'
value:
objectReference: {fileID: 166789747}
+ - target: {fileID: 3657229949309460766, guid: fb7874830b9e56341bf88f2a1123c677, type: 3}
+ propertyPath: 'characterFading.characterRenderers.Array.data[0]'
+ value:
+ objectReference: {fileID: 166789747}
- target: {fileID: 8391577239842762580, guid: fb7874830b9e56341bf88f2a1123c677, type: 3}
propertyPath: m_RenderPostProcessing
value: 1
@@ -994,6 +991,10 @@ PrefabInstance:
serializedVersion: 3
m_TransformParent: {fileID: 0}
m_Modifications:
+ - target: {fileID: 830356296960548640, guid: 761bdf2e5c0cff4488527355acb975e5, type: 3}
+ propertyPath: k__BackingField.m_Bits
+ value: 512
+ objectReference: {fileID: 0}
- target: {fileID: 1054594849095937263, guid: 761bdf2e5c0cff4488527355acb975e5, type: 3}
propertyPath: m_Name
value: Player
@@ -1014,86 +1015,6 @@ PrefabInstance:
propertyPath: m_Camera
value:
objectReference: {fileID: 442028704}
- - target: {fileID: 3010251870038942475, guid: 761bdf2e5c0cff4488527355acb975e5, type: 3}
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diff --git a/Assets/Scripts/Camera Controller/CameraCharacterFading.cs b/Assets/Scripts/Camera Controller/CameraCharacterFading.cs
new file mode 100644
index 00000000..4a5b7bce
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraCharacterFading.cs
@@ -0,0 +1,31 @@
+using UnityEngine;
+
+namespace OnlyScove.Scripts
+{
+ [System.Serializable]
+ public class CameraCharacterFading
+ {
+ [Header("Character Fading")]
+ [SerializeField] private bool useCharacterFading = true;
+ [SerializeField] private float minVisibleDistance = 1.2f;
+ [SerializeField] private float fullyHiddenDistance = 0.6f;
+ [SerializeField] private Renderer[] characterRenderers;
+
+ public void HandleCharacterFading(float currentDistance)
+ {
+ if (!useCharacterFading || characterRenderers == null || characterRenderers.Length == 0) return;
+
+ float alpha = Mathf.InverseLerp(fullyHiddenDistance, minVisibleDistance, currentDistance);
+
+ foreach (var renderer in characterRenderers)
+ {
+ if (renderer != null)
+ {
+ Color color = renderer.material.color;
+ color.a = alpha;
+ renderer.material.color = color;
+ }
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Camera Controller/CameraCharacterFading.cs.meta b/Assets/Scripts/Camera Controller/CameraCharacterFading.cs.meta
new file mode 100644
index 00000000..9a1f30f9
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraCharacterFading.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 5d5d8d2fa005cd34a92ee259df535130
\ No newline at end of file
diff --git a/Assets/Scripts/Camera Controller/CameraCollisionHandler.cs b/Assets/Scripts/Camera Controller/CameraCollisionHandler.cs
new file mode 100644
index 00000000..c1f8dce2
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraCollisionHandler.cs
@@ -0,0 +1,24 @@
+using UnityEngine;
+
+namespace OnlyScove.Scripts
+{
+ [System.Serializable]
+ public class CameraCollisionHandler
+ {
+ [Header("Collision Settings")]
+ [SerializeField] private LayerMask collisionLayers;
+ [SerializeField] private float cameraRadius = 0.2f;
+ public float CheckCollision(Vector3 focusPosition, Quaternion currentRotation, float targetDistance, float minimumDistanceAllowed)
+ {
+ RaycastHit hit;
+ Vector3 rayStart = focusPosition;
+ Vector3 rayDirection = currentRotation * Vector3.back;
+
+ if (Physics.SphereCast(rayStart, cameraRadius, rayDirection, out hit, targetDistance, collisionLayers))
+ {
+ return Mathf.Max(minimumDistanceAllowed, hit.distance - 0.1f);
+ }
+ return targetDistance;
+ }
+ }
+}
diff --git a/Assets/Scripts/Camera Controller/CameraCollisionHandler.cs.meta b/Assets/Scripts/Camera Controller/CameraCollisionHandler.cs.meta
new file mode 100644
index 00000000..edf68cc9
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraCollisionHandler.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 57a506759df838e42b577ebdb542500b
\ No newline at end of file
diff --git a/Assets/Scripts/Camera Controller/CameraController.cs b/Assets/Scripts/Camera Controller/CameraController.cs
index 451f068c..bf1e2936 100644
--- a/Assets/Scripts/Camera Controller/CameraController.cs
+++ b/Assets/Scripts/Camera Controller/CameraController.cs
@@ -1,287 +1,83 @@
-using System;
using UnityEngine;
namespace OnlyScove.Scripts
{
public class CameraController : MonoBehaviour
{
- [SerializeField] InputReader inputReader; // Kéo thả Object chứa InputReader vào đây
+ [SerializeField] InputReader inputReader;
[SerializeField] Transform followTarget;
- [SerializeField] float distance = 5;
- [SerializeField] float minDistance = 2f;
- [SerializeField] float maxDistance = 15f;
- [SerializeField] float zoomSensitivity = 1f;
- [SerializeField] float sensitivity = 0.1f; // Độ nhạy (chỉnh trong Inspector)
- [SerializeField] LayerMask collisionLayers;
- [SerializeField] float cameraRadius = 0.2f;
- [SerializeField] float positionSmoothTime = 0.12f; // Độ trễ đuổi theo nhân vật
- [SerializeField] float rotationSmoothTime = 5f; // Tốc độ làm mượt vòng xoay chuột
-
- [Header("Auto Rotation")]
- [SerializeField] bool useAutoRotation = true;
- [SerializeField] float autoRotateDelay = 2.5f; // Sau bao lâu không chạm chuột thì xoay
- [SerializeField] float autoRotateSpeed = 2f; // Tốc độ xoay về sau lưng
-
- [Header("Occlusion Transparency")]
- [SerializeField] bool useTransparency = true;
- [SerializeField] LayerMask transparencyLayers;
- [SerializeField] float fadeAlpha = 0.3f; // Độ trong suốt (0 là biến mất, 1 là hiện rõ)
-
- [Header("Dynamic FOV")]
- [SerializeField] bool useDynamicFOV = true;
- [SerializeField] float baseFOV = 60f;
- [SerializeField] float sprintFOV = 70f;
- [SerializeField] float fovSmoothTime = 5f;
-
- [Header("Character Fading")]
- [SerializeField] bool useCharacterFading = true;
- [SerializeField] float minVisibleDistance = 1.2f; // Khoảng cách bắt đầu mờ
- [SerializeField] float fullyHiddenDistance = 0.6f; // Khoảng cách biến mất hẳn
- [SerializeField] Renderer[] characterRenderers; // Kéo các Mesh của nhân vật vào đây
-
- [Header("Side Bias")]
- [SerializeField] bool useSideBias = true;
- [SerializeField] float horizontalBiasAmount = 0.5f; // Độ lệch sang trái/phải
- [SerializeField] float biasSmoothTime = 3f; // Tốc độ chuyển đổi độ lệch
-
- [Header("Camera Shake")]
- [SerializeField] bool useShake = true;
- private float shakeIntensity = 0f;
- private float shakeDuration = 0f;
- private float shakeTimer = 0f;
- private Vector3 shakeOffset;
-
- [SerializeField] float minVerticalAngle = -45f;
- [SerializeField] float maxVerticalAngle = 45f;
+ [SerializeField] float positionSmoothTime = 0.12f;
+ [SerializeField] float rotationSmoothTime = 5f;
[SerializeField] Vector2 framingOffset;
- [SerializeField] private bool invertX;
- [SerializeField] private bool invertY;
-
- private float rotationX;
- private float rotationY;
- private float invertXVal;
- private float invertYVal;
+ [Header("Components")]
+ [SerializeField] private CameraRotationHandler rotationHandler = new CameraRotationHandler();
+ [SerializeField] private CameraZoomHandler zoomHandler = new CameraZoomHandler();
+ [SerializeField] private CameraCollisionHandler collisionHandler = new CameraCollisionHandler();
+ [SerializeField] private CameraOcclusionTransparency occlusionTransparency = new CameraOcclusionTransparency();
+ [SerializeField] private CameraDynamicFOV dynamicFOV = new CameraDynamicFOV();
+ [SerializeField] private CameraCharacterFading characterFading = new CameraCharacterFading();
+ [SerializeField] private CameraSideBias sideBias = new CameraSideBias();
+ [SerializeField] private CameraShakeManager shakeManager = new CameraShakeManager();
- private float lastInputTime;
- private Vector3 currentVelocity;
- private Quaternion currentRotation;
-
- private Camera cam;
- private Renderer lastFadedRenderer;
- private Color originalColor;
-
- private float currentSideBias;
+ private Vector3 _currentVelocity;
+ private Camera _cam;
private void Start()
{
- cam = GetComponent();
+ _cam = GetComponent();
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
- // Khởi tạo vòng xoay hiện tại
- rotationX = transform.eulerAngles.x;
- rotationY = transform.eulerAngles.y;
- currentRotation = transform.rotation;
- lastInputTime = Time.time;
+ rotationHandler.Initialize(transform);
}
private void Update()
{
+ // Handle Input-related updates first
if (inputReader != null)
{
- // Kiểm tra xem có input xoay chuột không
- if (inputReader.LookInput.magnitude > 0.01f)
- {
- lastInputTime = Time.time;
- }
-
- invertXVal = (invertX) ? -1 : 1;
- invertYVal = (invertY) ? -1 : 1;
-
- rotationX -= inputReader.LookInput.y * invertYVal * sensitivity * Time.deltaTime;
- rotationX = Mathf.Clamp(rotationX, minVerticalAngle, maxVerticalAngle);
-
- rotationY += inputReader.LookInput.x * invertXVal * sensitivity * Time.deltaTime;
-
- // Logic Side Bias (Lệch khung hình khi di chuyển)
- if (useSideBias)
- {
- float targetBias = -inputReader.MoveInput.x * horizontalBiasAmount;
- currentSideBias = Mathf.Lerp(currentSideBias, targetBias, biasSmoothTime * Time.deltaTime);
- }
- else
- {
- currentSideBias = 0;
- }
-
- // Logic Tự động xoay sau lưng (Auto-Correction)
- if (useAutoRotation && Time.time - lastInputTime > autoRotateDelay)
- {
- // Chỉ xoay khi nhân vật đang di chuyển
- if (inputReader.MoveInput.magnitude > 0.1f)
- {
- // Lấy hướng nhân vật đang nhìn (Yaw)
- float targetYaw = followTarget.eulerAngles.y;
- // Dùng LerpAngle để xoay mượt mà về hướng đó
- rotationY = Mathf.LerpAngle(rotationY, targetYaw, autoRotateSpeed * Time.deltaTime);
- }
- }
-
- float scrollDelta = inputReader.ScrollInput.y;
- if (Mathf.Abs(scrollDelta) > 0.1f)
- {
- distance -= scrollDelta * zoomSensitivity * Time.deltaTime;
- distance = Mathf.Clamp(distance, minDistance, maxDistance);
- }
+ rotationHandler.HandleRotation(inputReader, followTarget, rotationSmoothTime);
+ zoomHandler.HandleZoom(inputReader);
+ sideBias.HandleSideBias(inputReader);
+ dynamicFOV.HandleDynamicFOV(_cam, inputReader);
}
+
+ // Update camera rotation
+ transform.rotation = rotationHandler.CurrentRotation;
+
+ // Calculate focus position with framing offset and side bias
+ Vector3 focusPosition = followTarget.position + rotationHandler.CurrentRotation * new Vector3(framingOffset.x + sideBias.CurrentSideBias, framingOffset.y, 0);
- // Xoay chuột: Làm mượt bằng Slerp
- Quaternion targetRotation = Quaternion.Euler(rotationX, rotationY, 0f);
- currentRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationSmoothTime * Time.deltaTime);
+ // Handle collision
+ float targetDistance = collisionHandler.CheckCollision(focusPosition, rotationHandler.CurrentRotation, zoomHandler.CurrentDistance, zoomHandler.MinDistance);
- // Vị trí mục tiêu: Áp dụng offset + Side Bias
- Vector3 focusPosition = followTarget.position + currentRotation * new Vector3(framingOffset.x + currentSideBias, framingOffset.y, 0);
+ // Handle character fading
+ characterFading.HandleCharacterFading(targetDistance);
+
+ // Calculate target position
+ Vector3 targetPosition = focusPosition - rotationHandler.CurrentRotation * new Vector3(0, 0, targetDistance);
- // Collision Logic (Dùng currentRotation đã được làm mượt)
- float targetDistance = distance;
- RaycastHit hit;
- Vector3 rayStart = focusPosition;
- Vector3 rayDirection = currentRotation * Vector3.back;
-
- if (Physics.SphereCast(rayStart, cameraRadius, rayDirection, out hit, distance, collisionLayers))
- {
- targetDistance = Mathf.Max(minDistance, hit.distance - 0.1f);
- }
-
- // Logic Làm mờ nhân vật (Character Fading)
- if (useCharacterFading && characterRenderers != null && characterRenderers.Length > 0)
- {
- HandleCharacterFading(targetDistance);
- }
-
- // Vị trí cuối cùng: Làm mượt bằng SmoothDamp để tạo độ trễ đuổi theo
- Vector3 targetPosition = focusPosition - currentRotation * new Vector3(0, 0, targetDistance);
+ // Handle camera shake
+ shakeManager.HandleShake();
- // Xử lý Camera Shake
- if (useShake && shakeTimer > 0)
- {
- HandleShake();
- }
- else
- {
- shakeOffset = Vector3.zero;
- }
-
- transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref currentVelocity, positionSmoothTime) + shakeOffset;
- transform.rotation = currentRotation;
-
- // Logic Làm trong suốt vật cản (Occlusion Transparency)
- if (useTransparency)
- {
- HandleTransparency(focusPosition);
- }
-
- // Logic FOV linh hoạt
- if (useDynamicFOV && cam != null)
- {
- HandleDynamicFOV();
- }
- }
-
- private void HandleDynamicFOV()
- {
- float targetFOV = baseFOV;
-
- // Nếu đang di chuyển và nhấn giữ nút Sprint
- if (inputReader.MoveInput.magnitude > 0.1f && inputReader.IsSprintHeld)
- {
- targetFOV = sprintFOV;
- }
-
- // Làm mượt quá trình thay đổi FOV
- cam.fieldOfView = Mathf.Lerp(cam.fieldOfView, targetFOV, fovSmoothTime * Time.deltaTime);
- }
-
- private void HandleShake()
- {
- shakeTimer -= Time.deltaTime;
+ // Apply final position and rotation
+ transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref _currentVelocity, positionSmoothTime) + shakeManager.ShakeOffset;
- // Cường độ rung giảm dần theo thời gian
- float currentIntensity = (shakeTimer / shakeDuration) * shakeIntensity;
-
- // Dùng Perlin Noise để tạo rung động mượt mà
- float shakeX = (Mathf.PerlinNoise(Time.time * 25f, 0f) - 0.5f) * 2f;
- float shakeY = (Mathf.PerlinNoise(0f, Time.time * 25f) - 0.5f) * 2f;
- float shakeZ = (Mathf.PerlinNoise(Time.time * 25f, Time.time * 25f) - 0.5f) * 2f;
-
- shakeOffset = new Vector3(shakeX, shakeY, shakeZ) * currentIntensity;
+ // Handle occlusion transparency (needs camera's final position and rotation)
+ occlusionTransparency.HandleTransparency(transform, focusPosition);
}
public void Shake(float intensity, float duration)
{
- shakeIntensity = intensity;
- shakeDuration = duration;
- shakeTimer = duration;
+ shakeManager.Shake(intensity, duration);
}
- private void HandleCharacterFading(float currentDistance)
+ public void TriggerFallImpactShake(float fallHeight)
{
- // Tính độ mờ dựa trên khoảng cách
- float alpha = Mathf.InverseLerp(fullyHiddenDistance, minVisibleDistance, currentDistance);
-
- foreach (var renderer in characterRenderers)
- {
- if (renderer != null)
- {
- Color color = renderer.material.color;
- color.a = alpha;
- renderer.material.color = color;
- }
- }
+ shakeManager.TriggerFallImpactShake(fallHeight);
}
- private void HandleTransparency(Vector3 focusPosition)
- {
- Vector3 direction = focusPosition - transform.position;
- float distanceToPlayer = direction.magnitude;
- RaycastHit hit;
-
- // Bắn một tia từ Camera đến Nhân vật
- if (Physics.Raycast(transform.position, direction.normalized, out hit, distanceToPlayer, transparencyLayers))
- {
- Renderer renderer = hit.collider.GetComponent();
- if (renderer != null && renderer != lastFadedRenderer)
- {
- // Nếu chạm vật mới, khôi phục vật cũ
- ResetLastRenderer();
-
- // Lưu thông tin vật mới và làm mờ
- lastFadedRenderer = renderer;
- originalColor = renderer.material.color;
- Color fadedColor = originalColor;
- fadedColor.a = fadeAlpha;
-
- // Lưu ý: Material cần hỗ trợ Transparency (Surface Type: Transparent trong URP)
- renderer.material.color = fadedColor;
- }
- }
- else
- {
- // Nếu không chạm gì, khôi phục vật cũ
- ResetLastRenderer();
- }
- }
-
- private void ResetLastRenderer()
- {
- if (lastFadedRenderer != null)
- {
- lastFadedRenderer.material.color = originalColor;
- lastFadedRenderer = null;
- }
- }
-
- public Quaternion PlanarRotation => Quaternion.Euler(0f, rotationY, 0f);
+ public Quaternion PlanarRotation => rotationHandler.PlanarRotation;
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/Camera Controller/CameraDynamicFOV.cs b/Assets/Scripts/Camera Controller/CameraDynamicFOV.cs
new file mode 100644
index 00000000..35a9a6bd
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraDynamicFOV.cs
@@ -0,0 +1,28 @@
+using UnityEngine;
+
+namespace OnlyScove.Scripts
+{
+ [System.Serializable]
+ public class CameraDynamicFOV
+ {
+ [Header("Dynamic FOV")]
+ [SerializeField] private bool useDynamicFOV = true;
+ [SerializeField] private float baseFOV = 60f;
+ [SerializeField] private float sprintFOV = 70f;
+ [SerializeField] private float fovSmoothTime = 5f;
+
+ public void HandleDynamicFOV(Camera cam, InputReader inputReader)
+ {
+ if (!useDynamicFOV || cam == null || inputReader == null) return;
+
+ float targetFOV = baseFOV;
+
+ if (inputReader.MoveInput.magnitude > 0.1f && inputReader.IsSprintHeld)
+ {
+ targetFOV = sprintFOV;
+ }
+
+ cam.fieldOfView = Mathf.Lerp(cam.fieldOfView, targetFOV, fovSmoothTime * Time.deltaTime);
+ }
+ }
+}
diff --git a/Assets/Scripts/Camera Controller/CameraDynamicFOV.cs.meta b/Assets/Scripts/Camera Controller/CameraDynamicFOV.cs.meta
new file mode 100644
index 00000000..499dee1a
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraDynamicFOV.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 99cfe3471dc945a4fad66b3b440c2c12
\ No newline at end of file
diff --git a/Assets/Scripts/Camera Controller/CameraOcclusionTransparency.cs b/Assets/Scripts/Camera Controller/CameraOcclusionTransparency.cs
new file mode 100644
index 00000000..c13e4e7d
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraOcclusionTransparency.cs
@@ -0,0 +1,58 @@
+using UnityEngine;
+
+namespace OnlyScove.Scripts
+{
+ [System.Serializable]
+ public class CameraOcclusionTransparency
+ {
+ [Header("Occlusion Transparency")]
+ [SerializeField] private bool useTransparency = true;
+ [SerializeField] private LayerMask transparencyLayers;
+ [SerializeField] private float fadeAlpha = 0.3f;
+
+ private Renderer _lastFadedRenderer;
+ private Color _originalColor;
+
+ public void HandleTransparency(Transform cameraTransform, Vector3 focusPosition)
+ {
+ if (!useTransparency)
+ {
+ ResetLastRenderer();
+ return;
+ }
+
+ Vector3 direction = focusPosition - cameraTransform.position;
+ float distanceToPlayer = direction.magnitude;
+ RaycastHit hit;
+
+ if (Physics.Raycast(cameraTransform.position, direction.normalized, out hit, distanceToPlayer, transparencyLayers))
+ {
+ Renderer renderer = hit.collider.GetComponent();
+ if (renderer != null && renderer != _lastFadedRenderer)
+ {
+ ResetLastRenderer();
+
+ _lastFadedRenderer = renderer;
+ _originalColor = renderer.material.color;
+ Color fadedColor = _originalColor;
+ fadedColor.a = fadeAlpha;
+
+ renderer.material.color = fadedColor;
+ }
+ }
+ else
+ {
+ ResetLastRenderer();
+ }
+ }
+
+ private void ResetLastRenderer()
+ {
+ if (_lastFadedRenderer != null)
+ {
+ _lastFadedRenderer.material.color = _originalColor;
+ _lastFadedRenderer = null;
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Camera Controller/CameraOcclusionTransparency.cs.meta b/Assets/Scripts/Camera Controller/CameraOcclusionTransparency.cs.meta
new file mode 100644
index 00000000..b3e36a15
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraOcclusionTransparency.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 8ad64ce0d02e30243acc55aa0ebc74a9
\ No newline at end of file
diff --git a/Assets/Scripts/Camera Controller/CameraRotationHandler.cs b/Assets/Scripts/Camera Controller/CameraRotationHandler.cs
new file mode 100644
index 00000000..b063803e
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraRotationHandler.cs
@@ -0,0 +1,66 @@
+using UnityEngine;
+
+namespace OnlyScove.Scripts
+{
+ [System.Serializable]
+ public class CameraRotationHandler
+ {
+ [Header("Rotation Settings")]
+ [SerializeField] private float sensitivity = 0.1f;
+ [SerializeField] private float minVerticalAngle = -45f;
+ [SerializeField] private float maxVerticalAngle = 45f;
+ [SerializeField] private bool invertX;
+ [SerializeField] private bool invertY;
+
+ [Header("Auto Rotation")]
+ [SerializeField] private bool useAutoRotation = true;
+ [SerializeField] private float autoRotateDelay = 2.5f;
+ [SerializeField] private float autoRotateSpeed = 2f;
+
+ private float _rotationX;
+ private float _rotationY;
+ private float _lastInputTime;
+
+ public Quaternion CurrentRotation { get; private set; }
+ public Quaternion PlanarRotation => Quaternion.Euler(0f, _rotationY, 0f);
+
+ public void Initialize(Transform cameraTransform)
+ {
+ _rotationX = cameraTransform.eulerAngles.x;
+ _rotationY = cameraTransform.eulerAngles.y;
+ _lastInputTime = Time.time;
+ CurrentRotation = cameraTransform.rotation;
+ }
+
+ public void HandleRotation(InputReader inputReader, Transform followTarget, float rotationSmoothTime)
+ {
+ if (inputReader == null) return;
+
+ if (inputReader.LookInput.magnitude > 0.01f)
+ {
+ _lastInputTime = Time.time;
+ }
+
+ float invertXVal = (invertX) ? -1 : 1;
+ float invertYVal = (invertY) ? -1 : 1;
+
+ _rotationX -= inputReader.LookInput.y * invertYVal * sensitivity * Time.deltaTime;
+ _rotationX = Mathf.Clamp(_rotationX, minVerticalAngle, maxVerticalAngle);
+
+ _rotationY += inputReader.LookInput.x * invertXVal * sensitivity * Time.deltaTime;
+
+ // Auto-Correction
+ if (useAutoRotation && Time.time - _lastInputTime > autoRotateDelay)
+ {
+ if (inputReader.MoveInput.magnitude > 0.1f)
+ {
+ float targetYaw = followTarget.eulerAngles.y;
+ _rotationY = Mathf.LerpAngle(_rotationY, targetYaw, autoRotateSpeed * Time.deltaTime);
+ }
+ }
+
+ Quaternion targetRotation = Quaternion.Euler(_rotationX, _rotationY, 0f);
+ CurrentRotation = Quaternion.Slerp(CurrentRotation, targetRotation, rotationSmoothTime * Time.deltaTime);
+ }
+ }
+}
diff --git a/Assets/Scripts/Camera Controller/CameraRotationHandler.cs.meta b/Assets/Scripts/Camera Controller/CameraRotationHandler.cs.meta
new file mode 100644
index 00000000..9b7455ce
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraRotationHandler.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 92ec094a714577d49be74c0fedb3eeb3
\ No newline at end of file
diff --git a/Assets/Scripts/Camera Controller/CameraShakeManager.cs b/Assets/Scripts/Camera Controller/CameraShakeManager.cs
new file mode 100644
index 00000000..d54a5584
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraShakeManager.cs
@@ -0,0 +1,78 @@
+using UnityEngine;
+
+namespace OnlyScove.Scripts
+{
+ [System.Serializable]
+ public class CameraShakeManager
+ {
+ [SerializeField] private bool useShake = true;
+ [SerializeField] private float shakeFrequency = 25f; // How fast the shake oscillates
+
+ [SerializeField]
+ private AnimationCurve decayCurve = AnimationCurve.EaseInOut(0, 1, 1, 0); // How intensity decays over duration
+
+ [Header("Fall Impact Settings")] [SerializeField]
+ private bool enableFallImpactShake = true;
+
+ [SerializeField] private float minFallHeightForShake = 2f;
+ [SerializeField] private float maxFallHeightForShake = 10f;
+ [SerializeField] private float minFallShakeIntensity = 0.5f;
+ [SerializeField] private float maxFallShakeIntensity = 3f;
+ [SerializeField] private float minFallShakeDuration = 0.2f;
+ [SerializeField] private float maxFallShakeDuration = 0.8f;
+ [SerializeField] private AnimationCurve fallHeightToIntensityCurve = AnimationCurve.Linear(0, 0, 1, 1);
+ [SerializeField] private AnimationCurve fallHeightToDurationCurve = AnimationCurve.Linear(0, 0, 1, 1);
+
+ private float _shakeIntensity = 0f;
+ private float _shakeDuration = 0f;
+ private float _shakeTimer = 0f; // Counts down from _shakeDuration
+ private Vector3 _shakeOffset;
+
+ public Vector3 ShakeOffset => _shakeOffset;
+
+ public void HandleShake()
+ {
+ if (!useShake || _shakeTimer <= 0)
+ {
+ _shakeOffset = Vector3.zero;
+ return;
+ }
+
+ _shakeTimer -= Time.deltaTime;
+ float progress = 1f - (_shakeTimer / _shakeDuration); // 0 at start, 1 at end
+
+ // Apply decay curve to intensity
+ float currentIntensity = _shakeIntensity * decayCurve.Evaluate(progress);
+
+ // Use shakeFrequency for Perlin noise
+ float shakeX = (Mathf.PerlinNoise(Time.time * shakeFrequency, 0f) - 0.5f) * 2f;
+ float shakeY = (Mathf.PerlinNoise(0f, Time.time * shakeFrequency) - 0.5f) * 2f;
+ float shakeZ = (Mathf.PerlinNoise(Time.time * shakeFrequency, Time.time * shakeFrequency) - 0.5f) * 2f;
+
+ _shakeOffset = new Vector3(shakeX, shakeY, shakeZ) * currentIntensity;
+ }
+
+ public void Shake(float intensity, float duration)
+ {
+ _shakeIntensity = intensity;
+ _shakeDuration = duration;
+ _shakeTimer = duration; // Reset timer
+ }
+
+ public void TriggerFallImpactShake(float fallHeight)
+ {
+ if (!enableFallImpactShake || fallHeight < minFallHeightForShake) return;
+
+ // Normalize fall height between 0 and 1 relative to min/max thresholds
+ float normalizedFallHeight = Mathf.InverseLerp(minFallHeightForShake, maxFallHeightForShake, fallHeight);
+
+ // Calculate intensity and duration using curves and ranges
+ float intensity = Mathf.Lerp(minFallShakeIntensity, maxFallShakeIntensity,
+ fallHeightToIntensityCurve.Evaluate(normalizedFallHeight));
+ float duration = Mathf.Lerp(minFallShakeDuration, maxFallShakeDuration,
+ fallHeightToDurationCurve.Evaluate(normalizedFallHeight));
+
+ Shake(intensity, duration);
+ }
+ }
+}
diff --git a/Assets/Scripts/Camera Controller/CameraShakeManager.cs.meta b/Assets/Scripts/Camera Controller/CameraShakeManager.cs.meta
new file mode 100644
index 00000000..c5cd5bbb
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraShakeManager.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 16e87ee63ce87ac4cb7b952772318c0e
\ No newline at end of file
diff --git a/Assets/Scripts/Camera Controller/CameraSideBias.cs b/Assets/Scripts/Camera Controller/CameraSideBias.cs
new file mode 100644
index 00000000..5234e13c
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraSideBias.cs
@@ -0,0 +1,32 @@
+using UnityEngine;
+
+namespace OnlyScove.Scripts
+{
+ [System.Serializable]
+ public class CameraSideBias
+ {
+ [Header("Side Bias")]
+ [SerializeField] private bool useSideBias = true;
+ [SerializeField] private float horizontalBiasAmount = 0.5f;
+ [SerializeField] private float biasSmoothTime = 3f;
+
+ private float _currentSideBias;
+
+ public float CurrentSideBias => _currentSideBias;
+
+ public void HandleSideBias(InputReader inputReader)
+ {
+ if (inputReader == null) return;
+
+ if (useSideBias)
+ {
+ float targetBias = -inputReader.MoveInput.x * horizontalBiasAmount;
+ _currentSideBias = Mathf.Lerp(_currentSideBias, targetBias, biasSmoothTime * Time.deltaTime);
+ }
+ else
+ {
+ _currentSideBias = 0;
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Camera Controller/CameraSideBias.cs.meta b/Assets/Scripts/Camera Controller/CameraSideBias.cs.meta
new file mode 100644
index 00000000..2a219697
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraSideBias.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: f6bf6a3797a87fb4fb086c1625b1e7bb
\ No newline at end of file
diff --git a/Assets/Scripts/Camera Controller/CameraZoomHandler.cs b/Assets/Scripts/Camera Controller/CameraZoomHandler.cs
new file mode 100644
index 00000000..6e2edab7
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraZoomHandler.cs
@@ -0,0 +1,29 @@
+using UnityEngine;
+
+namespace OnlyScove.Scripts
+{
+ [System.Serializable]
+ public class CameraZoomHandler
+ {
+ [Header("Zoom Settings")]
+ [SerializeField] private float distance = 5;
+ [SerializeField] private float minDistance = 2f;
+ [SerializeField] private float maxDistance = 15f;
+ [SerializeField] private float zoomSensitivity = 1f;
+
+ public float CurrentDistance => distance;
+ public float MinDistance => minDistance;
+
+ public void HandleZoom(InputReader inputReader)
+ {
+ if (inputReader == null) return;
+
+ float scrollDelta = inputReader.ScrollInput.y;
+ if (Mathf.Abs(scrollDelta) > 0.1f)
+ {
+ distance -= scrollDelta * zoomSensitivity * Time.deltaTime;
+ distance = Mathf.Clamp(distance, minDistance, maxDistance);
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Camera Controller/CameraZoomHandler.cs.meta b/Assets/Scripts/Camera Controller/CameraZoomHandler.cs.meta
new file mode 100644
index 00000000..3a8edac5
--- /dev/null
+++ b/Assets/Scripts/Camera Controller/CameraZoomHandler.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 416c8d0f8adfcbc4390cd2e4e369e0db
\ No newline at end of file
diff --git a/Assets/Scripts/Player Controller/InputReader.cs b/Assets/Scripts/Player Controller/InputReader.cs
index f62a3b3d..96884497 100644
--- a/Assets/Scripts/Player Controller/InputReader.cs
+++ b/Assets/Scripts/Player Controller/InputReader.cs
@@ -21,6 +21,7 @@ namespace OnlyScove.Scripts
public event Action OnInteractEvent; // E Key
public event Action OnNextInteractEvent; // R Key
public event Action OnPreviousInteractEvent; // Q Key
+ public event Action OnToggleViewEvent; // F2 - New event for toggling camera view
public void OnAttack(InputAction.CallbackContext context)
{
@@ -56,6 +57,15 @@ namespace OnlyScove.Scripts
if (context.canceled) IsSprintHeld = false;
}
+ // New method for ToggleView input
+ public void OnToggleView(InputAction.CallbackContext context)
+ {
+ if (context.performed)
+ {
+ OnToggleViewEvent?.Invoke();
+ }
+ }
+
public void OnJump(InputAction.CallbackContext context)
{
if (context.performed) OnJumpEvent?.Invoke();
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index 6413d11f..a6998d0f 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -2,7 +2,7 @@
%TAG !u! tag:unity3d.com,2011:
--- !u!78 &1
TagManager:
- serializedVersion: 2
+ serializedVersion: 3
tags: []
layers:
- Default
@@ -11,10 +11,10 @@ TagManager:
-
- Water
- UI
- -
- -
- -
- -
+ - Ground
+ - Obstacle
+ - Occlusion Transparency
+ - Interactable
-
-
-
@@ -50,27 +50,3 @@ TagManager:
- Light Layer 5
- Light Layer 6
- Light Layer 7
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -