using System; using Core.Domain.Status; using KBCore.Refs; using UnityEngine; using UnityEngine.InputSystem; namespace Infrastructure.Unity { [RequireComponent(typeof(Rigidbody))] public class PlayerController : MonoBehaviour { [Header("Movement Settings")] [SerializeField] private float moveSpeed = 8f; [SerializeField] private float maxVelocityChange = 10f; [SerializeField] private float snapForce = 15f; [Header("Controls")] [SerializeField] private bool useCameraRelativeMovement = true; [Header("Interaction")] [SerializeField] private LayerMask tileLayer; [SerializeField] private float groundCheckDistance = 1.5f; [Self][SerializeField] private Rigidbody rb; private InputSystem_Actions _actions; private Vector2 _moveInput; private Transform _camTransform; public Rigidbody Rigidbody => rb; public StatusManager Status { get; private set; } private void OnEnable() { _actions.Player.Enable(); _actions.Player.Move.performed += OnMovePerformed; _actions.Player.Move.canceled += OnMoveCanceled; } private void OnDisable() { _actions.Player.Move.performed -= OnMovePerformed; _actions.Player.Move.canceled -= OnMoveCanceled; _actions.Player.Disable(); } private void Awake() { _actions = new InputSystem_Actions(); Status = new StatusManager(); if (Camera.main) { _camTransform = Camera.main.transform; } rb.freezeRotation = true; // RB gravity is controlled by capabilities } private void Update() { Status.Tick(Time.deltaTime); // Apply Status logic rb.useGravity = !Status.CurrentCapabilities.CanHover; } private void FixedUpdate() { HandleMovement(); DetectGround(); } private void HandleMovement() { var currentSpeed = moveSpeed * Status.CurrentCapabilities.SpeedMultiplier; var targetVelocity = Vector3.zero; var snapAxis = Vector3.zero; Vector3 desiredDirection; if (_moveInput.sqrMagnitude < 0.01f) { desiredDirection = Vector3.zero; } else if (useCameraRelativeMovement && _camTransform) { var camForward = _camTransform.forward; var camRight = _camTransform.right; camForward.y = 0; camRight.y = 0; camForward.Normalize(); camRight.Normalize(); desiredDirection = (camForward * _moveInput.y + camRight * _moveInput.x).normalized; } else { desiredDirection = new Vector3(_moveInput.x, 0, _moveInput.y).normalized; } if (desiredDirection.sqrMagnitude > 0.01f) { if (Mathf.Abs(desiredDirection.x) > Mathf.Abs(desiredDirection.z)) { targetVelocity = new Vector3(Mathf.Sign(desiredDirection.x) * currentSpeed, 0, 0); snapAxis = Vector3.forward; } else { targetVelocity = new Vector3(0, 0, Mathf.Sign(desiredDirection.z) * currentSpeed); snapAxis = Vector3.right; } } var velocity = rb.linearVelocity; var velocityChange = (targetVelocity - velocity); velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange); velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange); velocityChange.y = 0f; rb.AddForce(velocityChange, ForceMode.VelocityChange); if (snapAxis != Vector3.zero) { ApplySnapping(snapAxis); } else { ApplySnapping(Vector3.right); ApplySnapping(Vector3.forward); } } private void ApplySnapping(Vector3 axis) { var currentPos = Vector3.Dot(transform.position, axis); var targetPos = Mathf.Round(currentPos); var diff = targetPos - currentPos; var correction = axis * (diff * snapForce); rb.AddForce(correction, ForceMode.Acceleration); } private void DetectGround() { if (!Status.CurrentCapabilities.CanTriggerDecay) return; if (Physics.Raycast(transform.position, Vector3.down, out var hit, groundCheckDistance, tileLayer)) { if (hit.collider.TryGetComponent(out var tileAdapter)) { tileAdapter.OnPlayerStep(); } } } private void OnMovePerformed(InputAction.CallbackContext ctx) { _moveInput = ctx.ReadValue(); } private void OnMoveCanceled(InputAction.CallbackContext ctx) { _moveInput = Vector2.zero; } } }