Jittering, environment issue, camera angle fixed

This commit is contained in:
Ali Sharoz 2025-09-03 00:04:11 +05:00
parent 6a58849922
commit 00a3aa93fa
22 changed files with 826 additions and 299 deletions

File diff suppressed because it is too large Load Diff

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@ -3,33 +3,44 @@ using System.Collections;
public class CubeClash_Blueberry : MonoBehaviour
{
[Header("Buff Settings")]
public float buffDuration = 5f;
public float distanceBoost = 1.5f; // increase dash distance
public float speedBoost = 1.5f; // increase dash speed
public float cooldownReduction = 0.5f;
[Tooltip("Multiply forward dash impulse (e.g., 1.4 = +40%).")]
public float impulseMultiplier = 1.4f;
[Tooltip("Multiply bump cooldown (e.g., 0.7 = 30% faster).")]
public float cooldownMultiplier = 0.7f;
[Tooltip("Optional: increase momentum transfer (e.g., +0.2 adds on top).")]
public float extraMomentumTransfer = 0.2f;
private void OnTriggerEnter(Collider other)
{
CubeClash_ZibuController zibu = other.GetComponent<CubeClash_ZibuController>();
if (zibu)
{
var zibu = other.GetComponent<CubeClash_ZibuController>();
if (zibu == null) return;
StartCoroutine(ApplyBuff(zibu));
Destroy(gameObject);
}
}
private IEnumerator ApplyBuff(CubeClash_ZibuController zibu)
{
// Apply buffs
zibu.bumpDistance *= distanceBoost;
zibu.bumpSpeed *= speedBoost;
zibu.cooldown *= cooldownReduction;
// cache old values
float oldImpulse = zibu.dashImpulse;
float oldCooldown = zibu.bumpCooldown;
float oldTransfer = zibu.momentumTransferScale;
// apply buffs
zibu.dashImpulse = oldImpulse * impulseMultiplier;
zibu.bumpCooldown = oldCooldown * cooldownMultiplier;
zibu.momentumTransferScale = oldTransfer + extraMomentumTransfer;
yield return new WaitForSeconds(buffDuration);
// Revert buffs
zibu.bumpDistance /= distanceBoost;
zibu.bumpSpeed /= speedBoost;
zibu.cooldown /= cooldownReduction;
// revert
zibu.dashImpulse = oldImpulse;
zibu.bumpCooldown = oldCooldown;
zibu.momentumTransferScale = oldTransfer;
}
}

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@ -6,7 +6,13 @@ using System.Collections.Generic;
public class CubeClash_ZibuAI : MonoBehaviour
{
[Header("AI Settings")]
public float moveSpeed = 3f;
[Tooltip("Each NPC rolls a speed in this range so they don't mirror each other.")]
public Vector2 moveSpeedRange = new Vector2(2.5f, 4.5f);
[Tooltip("Small extra randomization applied when retargeting to keep desynced.")]
public float retargetSpeedJitter = 0.3f;
[HideInInspector] public float moveSpeed; // current per-agent speed (rolled at runtime)
public float decisionInterval = 2f;
public float bumpRange = 2.5f;
public float roamRadius = 5f;
@ -28,19 +34,24 @@ public class CubeClash_ZibuAI : MonoBehaviour
{
zibuController = GetComponent<CubeClash_ZibuController>();
rb = GetComponent<Rigidbody>();
zibuController.isPlayerControlled = false;
if (arenaCube != null)
{
arenaBounds = new Bounds(arenaCube.position, arenaCube.localScale);
}
// Roll an initial per-agent speed
moveSpeed = Random.Range(moveSpeedRange.x, moveSpeedRange.y);
// Randomize starting decision timer so AIs dont sync up
decisionTimer = Random.Range(0f, decisionInterval);
PickRoamTarget();
}
void Update()
{
if (zibuController.ControlLocked) return; // don't fight pushes
decisionTimer += Time.deltaTime;
if (decisionTimer >= decisionInterval)
{
@ -50,38 +61,37 @@ public class CubeClash_ZibuAI : MonoBehaviour
if (target != null)
{
// move generally towards target, but still bump direction is forward
MoveTowards(target.transform.position);
TryBumpTarget();
}
else
{
MoveTowards(roamTarget);
if (Vector3.Distance(transform.position, roamTarget) < 1f)
{
PickRoamTarget();
}
}
}
void PickTargetOrRoam()
{
List<CubeClash_ZibuController> allZibus = CubeClash_ZibuController.AllZibus;
if (allZibus.Count > 1)
{
List<CubeClash_ZibuController> candidates = new List<CubeClash_ZibuController>();
foreach (var z in allZibus)
{
if (z != zibuController && z != lastTarget)
if (z != zibuController)
candidates.Add(z);
}
if (candidates.Count > 0)
{
if (candidates.Count > 1 && lastTarget != null)
candidates.Remove(lastTarget);
int index = Random.Range(0, candidates.Count);
target = candidates[index];
// Tiny re-roll of speed to avoid symmetric face-offs
ReRollSpeedSlightly();
return;
}
}
@ -89,18 +99,18 @@ public class CubeClash_ZibuAI : MonoBehaviour
target = null;
PickRoamTarget();
}
void MoveTowards(Vector3 destination)
{
if (zibuController.ControlLocked) return; // skip if stunned
Vector3 dir = (destination - transform.position).normalized;
Vector3 move = new Vector3(dir.x, 0, dir.z) * moveSpeed;
rb.velocity = new Vector3(move.x, rb.velocity.y, move.z);
if (dir.magnitude > 0.1f)
{
// flatten direction on Y axis
dir.y = 0;
// smooth rotate only around Y
Quaternion targetRot = Quaternion.LookRotation(dir, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * 5f);
}
@ -108,17 +118,23 @@ public class CubeClash_ZibuAI : MonoBehaviour
void PickRoamTarget()
{
Vector3 randomOffset = new Vector3(Random.Range(-roamRadius, roamRadius), 0, Random.Range(-roamRadius, roamRadius));
roamTarget = transform.position + randomOffset;
// Pick anywhere in arena to spread agents out
if (arenaCube != null)
{
arenaBounds = new Bounds(arenaCube.position, arenaCube.localScale);
roamTarget.x = Mathf.Clamp(roamTarget.x, arenaBounds.min.x + 1f, arenaBounds.max.x - 1f);
roamTarget.z = Mathf.Clamp(roamTarget.z, arenaBounds.min.z + 1f, arenaBounds.max.z - 1f);
roamTarget.y = transform.position.y;
float x = Random.Range(arenaBounds.min.x + 1f, arenaBounds.max.x - 1f);
float z = Random.Range(arenaBounds.min.z + 1f, arenaBounds.max.z - 1f);
roamTarget = new Vector3(x, transform.position.y, z);
}
else
{
// Fallback: local random offset if no arena assigned
Vector3 randomOffset = new Vector3(Random.Range(-roamRadius, roamRadius), 0, Random.Range(-roamRadius, roamRadius));
roamTarget = transform.position + randomOffset;
}
// Slight re-roll on roam choose too
ReRollSpeedSlightly();
}
void TryBumpTarget()
@ -130,28 +146,35 @@ public class CubeClash_ZibuAI : MonoBehaviour
{
Vector3 toTarget = (target.transform.position - transform.position).normalized;
float dot = Vector3.Dot(transform.forward, toTarget);
if (dot > 0.7f)
{
StartCoroutine(BumpWithDelay());
}
}
}
IEnumerator BumpWithDelay()
{
isBumpCooling = true;
yield return new WaitForSeconds(Random.Range(0.1f, 0.4f));
// Extra jitter before bump to desync
yield return new WaitForSeconds(Random.Range(0.15f, 0.6f));
if (!zibuController.ControlLocked)
zibuController.PerformBump(transform.forward);
// after bump: forget target & roam somewhere else
lastTarget = target;
target = null;
PickRoamTarget();
yield return new WaitForSeconds(Random.Range(1f, 2f));
// Randomized cooldown so they don't re-sync
yield return new WaitForSeconds(Random.Range(1.2f, 2.5f));
isBumpCooling = false;
}
// --- Helpers ---
void ReRollSpeedSlightly()
{
float baseRoll = Random.Range(moveSpeedRange.x, moveSpeedRange.y);
float jitter = Random.Range(-retargetSpeedJitter, retargetSpeedJitter);
moveSpeed = Mathf.Clamp(baseRoll + jitter, moveSpeedRange.x, moveSpeedRange.y);
}
}

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@ -9,31 +9,50 @@ public class CubeClash_ZibuController : MonoBehaviour
[Header("Control")]
public bool isPlayerControlled = true;
[Header("Movement Settings")]
public float moveSpeed = 5f;
public Joystick joystick;
[Header("Bump Settings")]
public float bumpDistance = 3f;
public float bumpSpeed = 20f;
public float returnSpeed = 10f;
public float cooldown = 2f;
public float knockbackForce = 15f;
[Header("Bump (Physics)")]
[Tooltip("Impulse strength added in forward direction when bump starts.")]
public float dashImpulse = 12f;
[Tooltip("How long collisions count as 'bumping' (hit-active window).")]
public float hitWindow = 0.22f;
[Tooltip("Cooldown after bump sequence finishes.")]
public float bumpCooldown = 1.0f;
[Header("Momentum Transfer")]
[Tooltip("Scales impulse delivered to the other Zibu on hit.")]
public float momentumTransferScale = 0.9f;
[Tooltip("Extra kick added to the victim on hit.")]
public float bonusKnockImpulse = 2f;
[Tooltip("How much of our forward momentum we lose on hit (0..1).")]
public float selfMomentumLoss = 0.25f;
[Header("Hit Reaction")]
[Tooltip("Time (sec) the victim loses control after being pushed.")]
public float pushStunTime = 0.25f;
[Header("Animation")]
public Animator animator; // assign in Inspector
public Animator animator; // optional
// --- runtime
private Rigidbody rb;
private bool canBump = true;
[HideInInspector] public bool isBumping = false;
[HideInInspector] public bool isBumping = false; // only during dash + hit window
[HideInInspector] public bool isHitActive = false;
private float stunUntilTime = -999f;
public bool ControlLocked => isBumping || Time.time < stunUntilTime;
void OnEnable()
{
if (!AllZibus.Contains(this))
AllZibus.Add(this);
if (!AllZibus.Contains(this)) AllZibus.Add(this);
}
void OnDisable()
{
AllZibus.Remove(this);
@ -43,105 +62,151 @@ public class CubeClash_ZibuController : MonoBehaviour
{
rb = GetComponent<Rigidbody>();
if (animator == null) animator = GetComponentInChildren<Animator>();
// Physics stability
rb.collisionDetectionMode = CollisionDetectionMode.Continuous;
rb.interpolation = RigidbodyInterpolation.Interpolate;
rb.solverIterations = Mathf.Max(rb.solverIterations, 12);
rb.solverVelocityIterations = Mathf.Max(rb.solverVelocityIterations, 12);
// freeze tilt rotations
rb.constraints |= RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
}
void Update()
{
if (isPlayerControlled && !isBumping)
{
if (isPlayerControlled && !ControlLocked)
HandleMovement();
}
UpdateAnimations();
FaceVelocity(); // always face movement
}
private void HandleMovement()
{
if (joystick != null)
{
Vector3 move = new Vector3(joystick.Horizontal, 0, joystick.Vertical);
if (move.magnitude > 0.1f)
{
Vector3 targetVelocity = move.normalized * moveSpeed;
rb.velocity = new Vector3(targetVelocity.x, rb.velocity.y, targetVelocity.z);
if (joystick == null) return;
// face only in Y-axis
Quaternion targetRot = Quaternion.LookRotation(new Vector3(move.x, 0, move.z));
Vector3 move = new Vector3(joystick.Horizontal, 0, joystick.Vertical);
if (move.sqrMagnitude > 0.01f)
{
Vector3 targetVel = move.normalized * moveSpeed;
rb.velocity = new Vector3(targetVel.x, rb.velocity.y, targetVel.z);
// smooth yaw-only rotation
Quaternion targetRot = Quaternion.LookRotation(new Vector3(move.x, 0, move.z), Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * 10f);
}
else
{
rb.velocity = new Vector3(0, rb.velocity.y, 0);
rb.velocity = new Vector3(0f, rb.velocity.y, 0f);
}
}
private void FaceVelocity()
{
Vector3 v = rb.velocity;
v.y = 0;
if (v.sqrMagnitude > 0.05f) // ignore tiny jitter
{
Quaternion targetRot = Quaternion.LookRotation(v.normalized, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * 10f);
}
}
private void UpdateAnimations()
{
if (animator != null)
{
// Use velocity magnitude (XZ only) to set "Speed"
Vector3 horizontalVel = new Vector3(rb.velocity.x, 0, rb.velocity.z);
float speed = horizontalVel.magnitude;
animator.SetFloat("Speed", speed);
}
if (!animator) return;
Vector3 horiz = new Vector3(rb.velocity.x, 0, rb.velocity.z);
animator.SetFloat("Speed", horiz.magnitude);
}
// Player UI
public void PerformBump()
{
if (!canBump || isBumping) return;
StartCoroutine(BumpRoutine(transform.forward));
if (!canBump || ControlLocked) return;
StartCoroutine(BumpSequence(transform.forward));
}
// AI
public void PerformBump(Vector3 direction)
{
if (!canBump || isBumping) return;
StartCoroutine(BumpRoutine(direction));
if (!canBump || ControlLocked) return;
StartCoroutine(BumpSequence(direction));
}
private IEnumerator BumpRoutine(Vector3 direction)
private IEnumerator BumpSequence(Vector3 direction)
{
canBump = false;
isBumping = true;
Vector3 startPos = transform.position;
Vector3 targetPos = startPos + direction.normalized * bumpDistance;
// Clean start (optional): limit drift so dash reads crisp
Vector3 horiz = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
rb.velocity = new Vector3(0f, rb.velocity.y, 0f) + horiz * 0.25f;
float t = 0f;
while (t < 1f)
{
t += Time.deltaTime * bumpSpeed;
rb.MovePosition(Vector3.Lerp(startPos, targetPos, t));
yield return null;
}
// --- Dash forward impulse (pure physics) ---
Vector3 fwd = new Vector3(direction.x, 0, direction.z);
if (fwd.sqrMagnitude < 0.001f) fwd = transform.forward;
fwd.Normalize();
rb.AddForce(fwd * dashImpulse, ForceMode.Impulse);
t = 0f;
while (t < 1f)
{
t += Time.deltaTime * returnSpeed;
rb.MovePosition(Vector3.Lerp(targetPos, startPos, t));
yield return null;
}
// Collisions are “hot” only during this window
isHitActive = true;
yield return new WaitForSeconds(hitWindow);
isHitActive = false;
// End bump; control resumes, velocity continues naturally
isBumping = false;
yield return new WaitForSeconds(cooldown);
// Cooldown before next bump
yield return new WaitForSeconds(bumpCooldown);
canBump = true;
}
private void OnCollisionEnter(Collision collision)
// External: short lock so physics can show the shove
public void ApplyPushStun(float seconds)
{
CubeClash_ZibuController other = collision.gameObject.GetComponent<CubeClash_ZibuController>();
if (other != null)
{
if (isBumping && other.isBumping) return;
if (isBumping && !other.isBumping && other.rb != null)
{
Vector3 pushDir = transform.forward.normalized;
other.rb.AddForce(pushDir * knockbackForce, ForceMode.Impulse);
float until = Time.time + Mathf.Max(0f, seconds);
if (until > stunUntilTime) stunUntilTime = until;
}
private void OnCollisionEnter(Collision c) => HandleBumpCollision(c);
private void OnCollisionStay(Collision c) => HandleBumpCollision(c);
private void HandleBumpCollision(Collision c)
{
if (!isHitActive) return;
var other = c.collider.GetComponent<CubeClash_ZibuController>();
if (other == null) return;
// If both are in hit window, let raw physics resolve
if (other.isHitActive) return;
var otherRb = other.GetComponent<Rigidbody>();
if (otherRb == null) return;
// Push direction = our forward
Vector3 pushDir = transform.forward;
pushDir.y = 0;
pushDir.Normalize();
Vector3 relVel = rb.velocity - otherRb.velocity;
float approach = Vector3.Dot(relVel, pushDir);
if (approach <= 0f) return;
float impulseMag = (rb.mass * approach * momentumTransferScale) + bonusKnockImpulse;
Vector3 impulse = pushDir * impulseMag;
// pure shove, no torque
otherRb.AddForce(impulse, ForceMode.Impulse);
// Lock their movement briefly so they don't cancel the shove
other.ApplyPushStun(pushStunTime);
if (selfMomentumLoss > 0f)
{
Vector3 ourForward = Vector3.Project(rb.velocity, pushDir);
rb.AddForce(-ourForward * selfMomentumLoss * rb.mass, ForceMode.Impulse);
}
}
}