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