Beta Release
This commit is contained in:
+315
-13
@@ -1,29 +1,331 @@
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using UnityEngine;
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using UnityEngine;
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namespace MSCO
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{
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/// <summary>Bewegt den anderen Spieler weich zur zuletzt empfangenen Position.</summary>
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/// <summary>
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/// Figur eines Mitspielers mit echter Körperhaltung. Aus Kopfposition (Kamera) und Bodenhöhe wird
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/// jedes Frame die Pose berechnet: Ducken beugt die Knie, nach vorne Lehnen neigt den Oberkörper,
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/// Laufen bewegt Beine und Arme, beim Halten greift der rechte Arm (mit Ellbogen) zum Item, im Auto
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/// sitzt die Figur. Die Körperteile sind abgerundete Kapseln zwischen den Gelenken.
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/// </summary>
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public class RemotePlayer : MonoBehaviour
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{
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Vector3 targetPos;
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float targetRotY;
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const float Smoothing = 15f;
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const float StandingEyeHeight = 1.65f;
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const float MaxHeadPitch = 55f;
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// Körpermaße (Meter)
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const float ThighLength = 0.45f, ShinLength = 0.45f;
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const float UpperArmLength = 0.3f, ForearmLength = 0.29f;
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const float TorsoLength = 0.55f; // Hüfte bis Hals
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const float HipWidth = 0.1f, ShoulderWidth = 0.21f;
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const float AnkleHeight = 0.07f;
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static readonly Color Skin = new Color(0.93f, 0.76f, 0.62f);
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static readonly Color Jeans = new Color(0.18f, 0.25f, 0.42f);
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static readonly Color Boots = new Color(0.24f, 0.16f, 0.1f);
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static readonly Color Dark = new Color(0.08f, 0.08f, 0.08f);
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Color jacket;
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Transform headPivot, view;
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Transform pelvis, torso, belt, neck;
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readonly Transform[] thigh = new Transform[2], shin = new Transform[2], boot = new Transform[2];
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readonly Transform[] upperArm = new Transform[2], forearm = new Transform[2], hand = new Transform[2];
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Vector3 targetFeet;
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Vector3 targetHead;
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Vector3 headWorld;
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float targetYaw, targetPitch, pitch;
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Quaternion targetViewRot = Quaternion.identity;
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PlayerState last;
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Vector3 lastPosition;
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float walkPhase, walkAmount, speed;
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// Echtes Spielmodell (NPC aus der Szene); null = eigene Figur als Rückfall
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GameCharacter model;
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public int HeldId { get { return last.HeldId; } }
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public PlayerState LastState { get { return last; } }
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public Vector3 HeadPosition { get { return model != null ? model.HeadPosition : headPivot.position; } }
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public string ModelDescription { get { return model != null ? "game model: " + model.Description : "fallback figure (no NPC template found)"; } }
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// ---------------------------------------------------------------- Aufbau
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public static RemotePlayer Create(string name, Color jacketColor, PlayerState state, int variant)
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{
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var root = new GameObject(name);
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var rp = root.AddComponent<RemotePlayer>();
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rp.jacket = jacketColor;
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rp.Build();
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rp.SetTarget(state);
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root.transform.position = rp.targetFeet;
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root.transform.rotation = Quaternion.Euler(0f, rp.targetYaw, 0f);
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// Wenn möglich einen echten NPC aus dem Spiel als Figur nehmen, sonst die eigene Figur
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try { rp.model = GameCharacter.TryCreate(root.transform, variant); }
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catch (System.Exception e) { MSCLoader.ModConsole.Warning("[MSCO] Game model failed: " + e.Message); }
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if (rp.model != null)
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foreach (Renderer r in root.GetComponentsInChildren<Renderer>(true))
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if (!r.transform.IsChildOf(rp.model.Root)) r.enabled = false;
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rp.headWorld = rp.targetHead;
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rp.pitch = rp.targetPitch;
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rp.view.rotation = rp.targetViewRot;
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rp.lastPosition = root.transform.position;
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if (rp.model == null) rp.Pose(0f);
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return rp;
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}
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void Build()
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{
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Transform r = transform;
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Color jacketDark = jacket * 0.75f;
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jacketDark.a = 1f;
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pelvis = Capsule("Pelvis", r, Jeans);
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torso = Capsule("Torso", r, jacket);
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belt = Capsule("Belt", r, Dark);
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neck = Capsule("Neck", r, Skin);
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for (int i = 0; i < 2; i++)
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{
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thigh[i] = Capsule("Thigh", r, Jeans);
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shin[i] = Capsule("Shin", r, Jeans);
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boot[i] = Box("Boot", r, Boots);
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upperArm[i] = Capsule("UpperArm", r, jacket);
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forearm[i] = Capsule("Forearm", r, jacketDark);
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hand[i] = Sphere("Hand", r, Skin, 0.1f);
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}
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// Kopf: dreht mit Blick (hoch/runter), Gesicht nach +Z
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headPivot = new GameObject("Head").transform;
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headPivot.SetParent(r, false);
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Transform skull = Sphere("Skull", headPivot, Skin, 0.24f);
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skull.localScale = new Vector3(0.22f, 0.26f, 0.24f);
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Transform hair = Sphere("Hair", headPivot, new Color(0.25f, 0.17f, 0.1f), 0.24f);
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hair.localPosition = new Vector3(0f, 0.02f, -0.025f);
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hair.localScale = new Vector3(0.23f, 0.25f, 0.23f);
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Transform cap = Sphere("Cap", headPivot, jacketDark, 0.25f);
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cap.localPosition = new Vector3(0f, 0.07f, -0.005f);
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cap.localScale = new Vector3(0.245f, 0.16f, 0.255f);
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Transform brim = Box("CapBrim", headPivot, jacketDark);
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brim.localPosition = new Vector3(0f, 0.075f, 0.13f);
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brim.localScale = new Vector3(0.2f, 0.02f, 0.11f);
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brim.localRotation = Quaternion.Euler(-8f, 0f, 0f);
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for (int i = 0; i < 2; i++)
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{
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Transform eye = Sphere("Eye", headPivot, Dark, 0.035f);
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eye.localPosition = new Vector3(i == 0 ? -0.045f : 0.045f, 0.015f, 0.105f);
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}
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Transform nose = Box("Nose", headPivot, Skin * 0.95f);
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nose.localPosition = new Vector3(0f, -0.02f, 0.12f);
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nose.localScale = new Vector3(0.035f, 0.05f, 0.04f);
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// Unsichtbarer "Blick" mit der exakten Kameradrehung - daran hängt das gehaltene Item
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view = new GameObject("View").transform;
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view.SetParent(r, false);
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}
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static Transform Capsule(string name, Transform parent, Color color) { return Primitive(PrimitiveType.Capsule, name, parent, color); }
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static Transform Box(string name, Transform parent, Color color) { return Primitive(PrimitiveType.Cube, name, parent, color); }
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static Transform Sphere(string name, Transform parent, Color color, float size)
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{
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Transform t = Primitive(PrimitiveType.Sphere, name, parent, color);
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t.localScale = Vector3.one * size;
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return t;
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}
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static Transform Primitive(PrimitiveType type, string name, Transform parent, Color color)
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{
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GameObject go = GameObject.CreatePrimitive(type);
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go.name = name;
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Destroy(go.GetComponent<Collider>()); // stört sonst Physik/Trigger
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var renderer = go.GetComponent<Renderer>();
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renderer.material.color = color;
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renderer.receiveShadows = true;
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go.transform.SetParent(parent, false);
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return go.transform;
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}
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// ---------------------------------------------------------------- Zustand
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public void SetTarget(PlayerState state)
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{
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targetPos = state.Position;
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targetRotY = state.RotationY;
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last = state;
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targetHead = state.CamPos;
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// Füße: Bodenhöhe vom Spieler, waagerecht an der Spielerposition (Lehnen = Kopf woanders als Füße).
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// Liegt der Kopf unplausibel weit weg (andere Kamera), Füße unter den Kopf.
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float feetY = state.FeetY != 0f ? state.FeetY : state.CamPos.y - StandingEyeHeight;
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var feet = new Vector3(state.Position.x, feetY, state.Position.z);
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var horizontal = new Vector3(state.CamPos.x - feet.x, 0f, state.CamPos.z - feet.z);
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if (horizontal.sqrMagnitude > 0.8f * 0.8f || state.Seated) feet = new Vector3(state.CamPos.x, feetY, state.CamPos.z);
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targetFeet = feet;
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// Blickrichtung ohne seitliches Kippen
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Vector3 forward = state.CamRot * Vector3.forward;
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Vector3 flat = new Vector3(forward.x, 0f, forward.z);
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targetYaw = flat.sqrMagnitude > 0.0001f ? Quaternion.LookRotation(flat).eulerAngles.y : state.RotationY;
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targetPitch = Mathf.Clamp(-Mathf.Asin(Mathf.Clamp(forward.y, -1f, 1f)) * Mathf.Rad2Deg, -MaxHeadPitch, MaxHeadPitch);
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targetViewRot = state.CamRot;
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}
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public void Tick(float dt)
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{
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// Bei großen Sprüngen (Teleport, Laden) direkt setzen statt gleiten
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if ((transform.position - targetPos).sqrMagnitude > 100f)
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transform.position = targetPos;
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else
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transform.position = Vector3.Lerp(transform.position, targetPos, dt * 15f);
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bool snap = (transform.position - targetFeet).sqrMagnitude > 100f;
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float t = snap ? 1f : Mathf.Clamp01(dt * Smoothing);
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transform.rotation = Quaternion.Slerp(transform.rotation,
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Quaternion.Euler(0f, targetRotY, 0f), dt * 15f);
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transform.position = Vector3.Lerp(transform.position, targetFeet, t);
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0f, targetYaw, 0f), t);
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headWorld = snap ? targetHead : Vector3.Lerp(headWorld, targetHead, t);
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pitch = Mathf.Lerp(pitch, targetPitch, t);
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view.position = headWorld;
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view.rotation = Quaternion.Slerp(view.rotation, targetViewRot, t);
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UpdateWalk(dt);
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if (model != null) model.Animate(speed); // Spiel-Animation (Idle/Walk) läuft vor LateUpdate
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else Pose(dt);
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}
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/// <summary>Spielmodell: nach der Animation Ducken/Lehnen/Kopf/Arme anpassen.</summary>
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void LateUpdate()
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{
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if (model == null) return;
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Vector3 heldPos;
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Quaternion heldRot;
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bool holding = TryGetHeldPose(out heldPos, out heldRot);
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model.Pose(transform, headWorld, pitch, last.Seated, holding, heldPos);
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}
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void UpdateWalk(float dt)
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{
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Vector3 moved = transform.position - lastPosition;
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lastPosition = transform.position;
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moved.y = 0f;
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speed = dt > 0f ? moved.magnitude / dt : 0f;
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if (speed > 12f || last.Seated) speed = 0f; // Teleport oder im Auto
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walkAmount = Mathf.Lerp(walkAmount, Mathf.Clamp01(speed / 2.5f), Mathf.Clamp01(dt * 8f));
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walkPhase += speed * dt * 3.4f;
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}
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// ---------------------------------------------------------------- Pose (alles im lokalen Raum der Figur)
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void Pose(float dt)
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{
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Vector3 head = transform.InverseTransformPoint(headWorld) + new Vector3(0f, -0.02f, -0.03f);
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Vector3 neckTop = head + new Vector3(0f, -0.12f, -0.01f);
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Vector3 neckBase = head + new Vector3(0f, -0.2f, -0.02f);
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// Hüfte: beim Lehnen nach hinten ausweichen, beim Ducken absinken (Füße bleiben am Boden)
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Vector3 hip;
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if (last.Seated)
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{
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hip = neckBase + new Vector3(0f, -TorsoLength, -0.08f);
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}
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else
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{
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var lean = new Vector3(neckBase.x, 0f, neckBase.z);
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hip = -lean * 0.25f;
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float horizontal = (new Vector3(neckBase.x - hip.x, 0f, neckBase.z - hip.z)).magnitude;
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float vertical = Mathf.Sqrt(Mathf.Max(0.04f, TorsoLength * TorsoLength - horizontal * horizontal));
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hip.y = Mathf.Clamp(neckBase.y - vertical, 0.3f, ThighLength + ShinLength + AnkleHeight - 0.02f);
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}
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Vector3 up = (neckBase - hip).normalized;
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Vector3 right = Vector3.right;
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Vector3 forward = Vector3.Cross(right, up).normalized;
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// Rumpf
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Segment(torso, hip + up * 0.08f, neckBase, 0.38f, 0.24f);
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Segment(belt, hip + up * 0.06f, hip + up * 0.1f, 0.37f, 0.23f);
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Segment(pelvis, hip - right * HipWidth, hip + right * HipWidth, 0.2f, 0.22f);
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Segment(neck, neckBase, neckTop, 0.09f, 0.09f);
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// Kopf
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headPivot.localPosition = head;
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headPivot.localRotation = Quaternion.Euler(pitch, 0f, 0f);
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float swing = Mathf.Sin(walkPhase) * walkAmount;
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for (int i = 0; i < 2; i++)
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{
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float side = i == 0 ? -1f : 1f;
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float phase = i == 0 ? swing : -swing;
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// Beine
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Vector3 hipJoint = hip + right * (HipWidth * side);
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Vector3 ankle;
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if (last.Seated)
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ankle = hipJoint + new Vector3(0f, -0.4f, 0.48f);
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else
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ankle = new Vector3(HipWidth * side, AnkleHeight + Mathf.Max(0f, Mathf.Cos(walkPhase + i * Mathf.PI)) * 0.07f * walkAmount, phase * 0.3f);
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Vector3 knee = Joint(hipJoint, ankle, ThighLength, ShinLength, Vector3.forward);
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Segment(thigh[i], hipJoint, knee, 0.17f, 0.17f);
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Segment(shin[i], knee, ankle, 0.14f, 0.14f);
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boot[i].localPosition = ankle + new Vector3(0f, -0.02f, 0.05f);
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boot[i].localRotation = Quaternion.identity;
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boot[i].localScale = new Vector3(0.12f, 0.1f, 0.27f);
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// Arme
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Vector3 shoulder = neckBase - up * 0.06f + right * (ShoulderWidth * side);
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Vector3 handTarget;
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Vector3 heldPos;
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Quaternion heldRot;
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if (i == 1 && TryGetHeldPose(out heldPos, out heldRot))
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handTarget = transform.InverseTransformPoint(heldPos);
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else if (last.Seated)
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handTarget = shoulder + new Vector3(-side * 0.05f, -0.3f, 0.38f); // Hände nach vorne (Lenkrad)
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else
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handTarget = shoulder + new Vector3(side * 0.03f, -(UpperArmLength + ForearmLength) + 0.04f, -phase * 0.22f);
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// Nicht weiter als die Armlänge
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Vector3 reach = handTarget - shoulder;
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float maxReach = UpperArmLength + ForearmLength - 0.01f;
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if (reach.magnitude > maxReach) handTarget = shoulder + reach.normalized * maxReach;
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Vector3 elbow = Joint(shoulder, handTarget, UpperArmLength, ForearmLength, new Vector3(side * 0.4f, -0.2f, -1f));
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Segment(upperArm[i], shoulder, elbow, 0.12f, 0.12f);
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Segment(forearm[i], elbow, handTarget, 0.11f, 0.11f);
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hand[i].localPosition = handTarget;
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}
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}
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/// <summary>Zwei-Knochen-Gelenk (Knie/Ellbogen): Punkt zwischen a und b, zur Seite "bend" geknickt.</summary>
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static Vector3 Joint(Vector3 a, Vector3 b, float lengthA, float lengthB, Vector3 bend)
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{
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Vector3 ab = b - a;
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float d = Mathf.Clamp(ab.magnitude, 0.01f, lengthA + lengthB - 0.001f);
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Vector3 dir = ab.normalized;
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// Abstand vom Startpunkt entlang ab und seitlicher Abstand (Kosinussatz)
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float along = (lengthA * lengthA - lengthB * lengthB + d * d) / (2f * d);
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float sideways = Mathf.Sqrt(Mathf.Max(0f, lengthA * lengthA - along * along));
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Vector3 bendDir = bend - dir * Vector3.Dot(bend, dir);
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if (bendDir.sqrMagnitude < 0.0001f) bendDir = Vector3.forward - dir * Vector3.Dot(Vector3.forward, dir);
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return a + dir * along + bendDir.normalized * sideways;
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}
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/// <summary>Kapsel von a nach b spannen (lokaler Raum der Figur).</summary>
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static void Segment(Transform part, Vector3 a, Vector3 b, float width, float depth)
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{
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Vector3 dir = b - a;
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float length = dir.magnitude;
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part.localPosition = (a + b) * 0.5f;
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part.localRotation = length > 0.0001f ? Quaternion.FromToRotation(Vector3.up, dir / length) : Quaternion.identity;
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part.localScale = new Vector3(width, length * 0.5f + Mathf.Min(width, depth) * 0.5f, depth);
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}
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/// <summary>Wo das gehaltene Item beim Spieler gerade ist (relativ zum Blick).</summary>
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public bool TryGetHeldPose(out Vector3 pos, out Quaternion rot)
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{
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pos = Vector3.zero;
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rot = Quaternion.identity;
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if (last.HeldId == 0) return false;
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pos = view.TransformPoint(last.HeldLocalPos);
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rot = view.rotation * last.HeldLocalRot;
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return true;
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}
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}
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}
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}
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