Converted to third person

This commit is contained in:
Hazim Bin Ijaz 2025-09-26 02:55:06 +05:00
parent 109df7ef19
commit 36fd1709c1
3 changed files with 197 additions and 121 deletions

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>

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@ -87,15 +87,27 @@ MonoBehaviour:
_Owner: {fileID: 0} _Owner: {fileID: 0}
_cameraPivot: {fileID: 5401675310905547977} _cameraPivot: {fileID: 5401675310905547977}
_cameraHandle: {fileID: 2117859135794692440} _cameraHandle: {fileID: 2117859135794692440}
_minPitch: -40
_maxPitch: 70
_yawRotateSpeed: 120
_cameraDistance: 2.26
_cameraDistanceMin: 1
_cameraDistanceMax: 5
_shoulderOffset: {x: -1.19, y: 0.67, z: 0.27}
_cameraCollisionMask:
serializedVersion: 2
m_Bits: 4294967295
_cameraCollisionRadius: 0.15
_moveSpeed: 6 _moveSpeed: 6
_upGravity: -18 _upGravity: -18
_downGravity: -25 _downGravity: -25
_maxCameraAngle: 75
_jumpImpulse: 6 _jumpImpulse: 6
_groundAcceleration: 55 _groundAcceleration: 55
_groundDeceleration: 25 _groundDeceleration: 25
_airAcceleration: 25 _airAcceleration: 25
_airDeceleration: 1.3 _airDeceleration: 1.3
_turnSpeed: 1
_faceMoveDirection: 1
--- !u!114 &8517683973242102361 --- !u!114 &8517683973242102361
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -366,7 +378,7 @@ Transform:
m_GameObject: {fileID: 1315163349561248969} m_GameObject: {fileID: 1315163349561248969}
serializedVersion: 2 serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -0.9, y: 2.16, z: -2.06} m_LocalPosition: {x: 0, y: 1.38, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: m_Children:

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@ -4,152 +4,210 @@ using Fusion.Addons.SimpleKCC;
namespace Projectiles namespace Projectiles
{ {
/// <summary> /// <summary>
/// Main script handling player agent. It provides access to common components and handles movement input processing and camera. /// Third-person PlayerAgent for Photon Fusion + SimpleKCC.
/// </summary> /// - Camera-relative movement
[DefaultExecutionOrder(-5)] /// - Character rotation toward move/aim direction
[RequireComponent(typeof(Weapons), typeof(Health), typeof(SimpleKCC))] /// - Shoulder camera with wall-collision
public class PlayerAgent : ContextBehaviour /// </summary>
{ [DefaultExecutionOrder(-5)]
// PUBLIC MEMBERS [RequireComponent(typeof(Weapons), typeof(Health), typeof(SimpleKCC))]
public class PlayerAgent : ContextBehaviour
{
// --- Networked / components ------------------------------------------------
[Networked] [Networked] public Player Owner { get; set; }
public Player Owner { get; set; } public Weapons Weapons { get; private set; }
public Weapons Weapons { get; private set; } public Health Health { get; private set; }
public Health Health { get; private set; } public SimpleKCC KCC { get; private set; }
public SimpleKCC KCC { get; private set; } public PlayerInput Input { get; private set; }
public PlayerInput Input { get; private set; }
public bool InputBlocked => Health.IsAlive == false; public bool InputBlocked => Health.IsAlive == false;
// PRIVATE MEMBERS // --- Camera rig (reuse your existing references) ---------------------------
[SerializeField] [SerializeField] private Transform _cameraPivot; // yaw/pitch anchor above character
private Transform _cameraPivot; [SerializeField] private Transform _cameraHandle; // optional visual/weapon anchor
[SerializeField]
private Transform _cameraHandle;
[Header("Movement")] [Header("Third-Person Camera")]
[SerializeField] [SerializeField] private float _minPitch = -40f;
private float _moveSpeed = 6f; [SerializeField] private float _maxPitch = 70f;
[SerializeField] [SerializeField] private float _yawRotateSpeed = 720f; // deg/sec when snapping to aim
public float _upGravity = 15f; [SerializeField] private float _cameraDistance = 3.5f; // default boom length
[SerializeField] [SerializeField] private float _cameraDistanceMin = 1.0f;
public float _downGravity = 25f; [SerializeField] private float _cameraDistanceMax = 5.0f;
[SerializeField] [SerializeField] private Vector3 _shoulderOffset = new Vector3(0.4f, 1.6f, 0f);
private float _maxCameraAngle = 75f; [SerializeField] private LayerMask _cameraCollisionMask = ~0; // collide with world
[SerializeField] [SerializeField] private float _cameraCollisionRadius = 0.15f;
private float _jumpImpulse = 6f;
[SerializeField]
public float _groundAcceleration = 55f;
[SerializeField]
public float _groundDeceleration = 25f;
[SerializeField]
public float _airAcceleration = 25f;
[SerializeField]
public float _airDeceleration = 1.3f;
[Networked] // --- Movement --------------------------------------------------------------
private Vector3 _moveVelocity { get; set; }
private Vector2 _lastFUNLookRotation; [Header("Movement")]
[SerializeField] private float _moveSpeed = 6f;
[SerializeField] public float _upGravity = 15f;
[SerializeField] public float _downGravity = 25f;
[SerializeField] private float _jumpImpulse = 6f;
[SerializeField] public float _groundAcceleration = 55f;
[SerializeField] public float _groundDeceleration = 25f;
[SerializeField] public float _airAcceleration = 25f;
[SerializeField] public float _airDeceleration = 1.3f;
// NetworkBehaviour INTERFACE [Header("Character Facing")]
[SerializeField] private float _turnSpeed = 720f; // deg/sec turning toward desired facing
[SerializeField] private bool _faceMoveDirection = true; // if false, faces camera forward (aiming)
public override void Spawned() [Networked] private Vector3 _moveVelocity { get; set; }
{
name = Object.InputAuthority.ToString();
// Only local player needs networked properties (move velocity). // Local cache of most recent FUN (FixedUpdateNetwork) look to build on in Render/LateUpdate
// This saves network traffic by not synchronizing networked properties to other clients except local player. private Vector2 _lastFUNLookRotation; // (pitch,yaw) from KCC
ReplicateToAll(false);
ReplicateTo(Object.InputAuthority, true);
}
public override void Despawned(NetworkRunner runner, bool hasState) // --- Fusion lifecycle ------------------------------------------------------
{
Owner = null;
}
public override void FixedUpdateNetwork() public override void Spawned()
{ {
if (Owner != null && Health.IsAlive == true) name = Object.InputAuthority.ToString();
{
ProcessMovementInput();
}
// Setting camera pivot rotation // Only local player needs networked props replicated (bandwidth saver)
var pitchRotation = KCC.GetLookRotation(true, false); ReplicateToAll(false);
_cameraPivot.localRotation = Quaternion.Euler(pitchRotation); ReplicateTo(Object.InputAuthority, true);
}
_lastFUNLookRotation = KCC.GetLookRotation(); public override void Despawned(NetworkRunner runner, bool hasState)
} {
Owner = null;
}
// MONOBEHAVIOUR public override void FixedUpdateNetwork()
{
if (Owner != null && Health.IsAlive)
{
ProcessMovementInput();
}
protected void Awake() // Keep pivot pitch synced to KCC look (we set it in LateUpdate on local)
{ var pitchYaw = KCC.GetLookRotation(true, true); // (x=pitch, y=yaw)
KCC = GetComponent<SimpleKCC>(); _cameraPivot.localRotation = Quaternion.Euler(pitchYaw.x, 0f, 0f);
Weapons = GetComponent<Weapons>();
Health = GetComponent<Health>();
Input = GetComponent<PlayerInput>();
}
protected void LateUpdate() _lastFUNLookRotation = KCC.GetLookRotation();
{ }
if (HasInputAuthority == true && Owner != null && Health.IsAlive == true)
{
// For responsive look experience we use last FUN look + accumulated look rotation delta
KCC.SetLookRotation(_lastFUNLookRotation + Input.AccumulatedLook, -_maxCameraAngle, _maxCameraAngle);
}
// Update camera pitch // --- Unity lifecycle -------------------------------------------------------
// Camera pivot influences also weapon rotation so it needs to be set on proxies as well
var pitchRotation = KCC.GetLookRotation(true, false);
_cameraPivot.localRotation = Quaternion.Euler(pitchRotation);
if (HasInputAuthority == true) private void Awake()
{ {
var cameraTransform = Context.Camera.transform; KCC = GetComponent<SimpleKCC>();
Weapons = GetComponent<Weapons>();
Health = GetComponent<Health>();
Input = GetComponent<PlayerInput>();
}
// Setting base camera transform based on handle private void LateUpdate()
cameraTransform.position = _cameraHandle.position; {
cameraTransform.rotation = _cameraHandle.rotation; // 1) UPDATE LOOK ROTATION (LOCAL ONLY): accumulate mouse/controller deltas
} if (HasInputAuthority && Owner != null && Health.IsAlive)
} {
// Accumulate pitch/yaw with clamp on pitch only; yaw is free
var look = _lastFUNLookRotation + Input.AccumulatedLook;
look.x = Mathf.Clamp(look.x, _minPitch, _maxPitch);
KCC.SetLookRotation(look, _minPitch, _maxPitch);
}
// PRIVATE METHODS // 2) Apply current pitch to pivot for everyone (affects remote weapon aim too)
var pitchOnly = KCC.GetLookRotation(true, false);
_cameraPivot.localRotation = Quaternion.Euler(pitchOnly);
private void ProcessMovementInput() // 3) Position the actual camera (LOCAL ONLY) with shoulder offset + collision
{ if (HasInputAuthority)
if (GetInput(out GameplayInput input) == false) {
return; var cam = Context.Camera.transform;
KCC.AddLookRotation(input.LookRotationDelta, -_maxCameraAngle, _maxCameraAngle); // Desired camera target position (pivot in character space + shoulder offset)
Vector3 pivotWorld = _cameraPivot.TransformPoint(_shoulderOffset);
// It feels better when player falls quicker // Camera wants to sit behind pivot along its backward vector
KCC.SetGravity(KCC.RealVelocity.y >= 0f ? _upGravity : _downGravity); Quaternion yawWorld = Quaternion.Euler(0f, KCC.GetLookRotation(false, true).y, 0f);
Vector3 desiredOffset = yawWorld * new Vector3(0f, 0f, -_cameraDistance);
Vector3 desiredPos = pivotWorld + desiredOffset;
// Calculate input direction based on recently updated look rotation (the change propagates internally also to KCC.TransformRotation) // Simple collision test: spherecast from pivot toward desired
var inputDirection = KCC.TransformRotation * new Vector3(input.MoveDirection.x, 0f, input.MoveDirection.y); Vector3 dir = (desiredPos - pivotWorld);
float len = dir.magnitude;
Vector3 finalPos = desiredPos;
var desiredMoveVelocity = inputDirection * _moveSpeed; if (len > 0.0001f)
float acceleration = 1f; {
dir /= len;
if (Physics.SphereCast(pivotWorld, _cameraCollisionRadius, dir, out RaycastHit hit, len, _cameraCollisionMask, QueryTriggerInteraction.Ignore))
{
finalPos = pivotWorld + dir * Mathf.Max(hit.distance - 0.05f, _cameraDistanceMin);
}
}
if (desiredMoveVelocity == Vector3.zero) // Clamp within min/max boom
{ float dist = Mathf.Clamp(Vector3.Distance(pivotWorld, finalPos), _cameraDistanceMin, _cameraDistanceMax);
// No desired move velocity - we are stopping. finalPos = pivotWorld + dir * dist;
acceleration = KCC.IsGrounded == true ? _groundDeceleration : _airDeceleration;
}
else
{
acceleration = KCC.IsGrounded == true ? _groundAcceleration : _airAcceleration;
}
_moveVelocity = Vector3.Lerp(_moveVelocity, desiredMoveVelocity, acceleration * Runner.DeltaTime); cam.position = finalPos;
cam.rotation = Quaternion.Euler(pitchOnly.x, KCC.GetLookRotation(false, true).y, 0f);
float jumpImpulse = input.Buttons.WasPressed(Input.PreviousButtons, EInputButton.Jump) && KCC.IsGrounded ? _jumpImpulse : 0f; // Keep your optional handle aligned to the camera (muzzle/crosshair visuals)
KCC.Move(_moveVelocity, jumpImpulse); _cameraHandle.position = cam.position;
} _cameraHandle.rotation = cam.rotation;
} }
}
// --- Input → Movement / Facing --------------------------------------------
private void ProcessMovementInput()
{
if (!GetInput(out GameplayInput input))
return;
// 1) Update look from input deltas (affects yaw for camera-relative movement)
KCC.AddLookRotation(input.LookRotationDelta, _minPitch, _maxPitch);
// 2) Gravity preference: faster fall feels better
KCC.SetGravity(KCC.RealVelocity.y >= 0f ? _upGravity : _downGravity);
// 3) CAMERA-RELATIVE MOVE on XZ plane
// Build forward/right from current yaw only (ignore pitch)
float yaw = KCC.GetLookRotation(false, true).y;
Quaternion yawRot = Quaternion.Euler(0f, yaw, 0f);
Vector3 camForward = yawRot * Vector3.forward;
Vector3 camRight = yawRot * Vector3.right;
Vector3 inputDir = (camForward * input.MoveDirection.y + camRight * input.MoveDirection.x);
inputDir.y = 0f;
if (inputDir.sqrMagnitude > 1f) inputDir.Normalize();
// Desired velocity and acceleration/deceleration
Vector3 desiredVel = inputDir * _moveSpeed;
float accel = 1f;
if (desiredVel == Vector3.zero)
accel = KCC.IsGrounded ? _groundDeceleration : _airDeceleration;
else
accel = KCC.IsGrounded ? _groundAcceleration : _airAcceleration;
_moveVelocity = Vector3.Lerp(_moveVelocity, desiredVel, accel * Runner.DeltaTime);
// 4) Character facing: toward move dir OR toward camera forward (aim)
Vector3 faceDir = _faceMoveDirection
? (_moveVelocity.sqrMagnitude > 0.01f ? _moveVelocity : (yawRot * Vector3.forward))
: (yawRot * Vector3.forward);
faceDir.y = 0f;
if (faceDir.sqrMagnitude > 0.0001f)
{
Quaternion target = Quaternion.LookRotation(faceDir, Vector3.up);
// Rotate the KCC transform smoothly (turnSpeed deg/sec)
Quaternion newRot = Quaternion.RotateTowards(KCC.TransformRotation, target, _turnSpeed * Runner.DeltaTime);
KCC.SetLookRotation(newRot);
}
// 5) Jump
float jumpImpulse = (input.Buttons.WasPressed(Input.PreviousButtons, EInputButton.Jump) && KCC.IsGrounded)
? _jumpImpulse : 0f;
// 6) Move
KCC.Move(_moveVelocity, jumpImpulse);
}
}
} }