Instant full-speed-on-press / dead-stop-on-release was the jerky/jarring feel and made the anim pop Idle->Run. Now MoveTowards-ramps horizontal velocity (accel 45, decel 60 m/s^2), so starts/stops ease and Idle->Walk->Run blends. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
129 lines
5.5 KiB
C#
129 lines
5.5 KiB
C#
using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Jankenbots.Prototype
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{
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/// <summary>
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/// JANKENBOTS — networked run-around PLAYER avatar (the rigged low-poly
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/// character). This is the foundation for the timed junkyard "gather parts"
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/// phase: each player controls one of these, runs around, and (later) hauls
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/// scrap back to build the bot. Driving the finished bot happens from player
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/// stands, so the avatar and the tread controls are separate systems.
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///
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/// NETCODE: OWNER-authoritative. Only the owning client reads input and moves
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/// its CharacterController; an <see cref="OwnerAuthNetworkTransform"/> on the
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/// same object replicates the resulting motion to everyone. No host round-trip
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/// on your own movement → it feels responsive.
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///
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/// ANIMATION: derived LOCALLY on every client from the avatar's measured
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/// horizontal speed (position delta / dt), fed into the Animator's "Speed"
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/// float, which drives an Idle→Walk→Run 1-D blend tree. Because observers
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/// measure the same replicated motion the owner produces, the animation stays
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/// in sync with zero extra network traffic — no NetworkAnimator needed.
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///
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/// NOTE: reads WASD, same keys as the bot's TreadPart — fine while testing the
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/// avatar in isolation; the real game separates "running" from "driving" via
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/// the (future) player-stand flow, so a player is never doing both at once.
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/// </summary>
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[RequireComponent(typeof(CharacterController))]
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public class PlayerAvatar : NetworkBehaviour
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{
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[Header("Movement")]
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[Tooltip("Run speed in m/s.")]
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public float moveSpeed = 5f;
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[Tooltip("How fast the avatar ramps UP to full speed (m/s^2). Lower = floatier start.")]
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public float acceleration = 45f;
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[Tooltip("How fast the avatar ramps DOWN to a stop (m/s^2). Higher = snappier stop.")]
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public float deceleration = 60f;
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[Tooltip("How fast the avatar turns to face its movement direction (deg/s).")]
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public float turnSpeed = 720f;
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[Tooltip("Gravity (m/s^2, negative). Keeps the CharacterController grounded.")]
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public float gravity = -20f;
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[Header("Animation")]
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[Tooltip("Speed value the Animator treats as full-run, for normalising the blend.")]
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public float runAnimSpeed = 5f;
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CharacterController _cc;
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Animator _anim;
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float _vy; // vertical velocity (gravity)
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Vector3 _horizVel; // smoothed horizontal velocity (ramped, not instant)
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Vector3 _lastPos;
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float _animSpeed;
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static readonly int SpeedHash = Animator.StringToHash("Speed");
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void Awake()
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{
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_cc = GetComponent<CharacterController>();
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_anim = GetComponentInChildren<Animator>();
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_lastPos = transform.position;
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}
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public override void OnNetworkSpawn()
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{
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_lastPos = transform.position;
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// Fan owners out a little so multiple players don't stack on the origin.
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if (IsOwner)
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{
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float a = OwnerClientId * 1.3f;
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transform.position += new Vector3(Mathf.Cos(a), 0f, Mathf.Sin(a)) * (2f + OwnerClientId);
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_lastPos = transform.position;
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}
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}
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void Update()
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{
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if (!IsSpawned) return;
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if (IsOwner) OwnerMove();
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// Animation on EVERY client, from measured horizontal speed.
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Vector3 delta = transform.position - _lastPos;
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delta.y = 0f;
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float measured = delta.magnitude / Mathf.Max(Time.deltaTime, 1e-4f);
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_lastPos = transform.position;
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_animSpeed = Mathf.Lerp(_animSpeed, measured, 12f * Time.deltaTime);
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if (_anim != null) _anim.SetFloat(SpeedHash, _animSpeed);
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}
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void OwnerMove()
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{
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var kb = Keyboard.current;
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float h = 0f, v = 0f;
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if (kb != null)
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{
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if (kb.aKey.isPressed || kb.leftArrowKey.isPressed) h -= 1f;
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if (kb.dKey.isPressed || kb.rightArrowKey.isPressed) h += 1f;
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if (kb.wKey.isPressed || kb.upArrowKey.isPressed) v += 1f;
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if (kb.sKey.isPressed || kb.downArrowKey.isPressed) v -= 1f;
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}
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Vector3 input = new Vector3(h, 0f, v);
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if (input.sqrMagnitude > 1f) input.Normalize();
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Vector3 desired = input * moveSpeed;
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// Ramp velocity toward the target instead of snapping — this is what kills
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// the "jerky/jarring" feel and lets the anim blend Idle→Walk→Run smoothly.
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float rate = input.sqrMagnitude > 0.001f ? acceleration : deceleration;
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_horizVel = Vector3.MoveTowards(_horizVel, desired, rate * Time.deltaTime);
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if (_cc.isGrounded && _vy < 0f) _vy = -2f;
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_vy += gravity * Time.deltaTime;
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_cc.Move((_horizVel + new Vector3(0f, _vy, 0f)) * Time.deltaTime);
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// Face the way we're actually moving (uses the smoothed velocity, so turns
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// ease too rather than snapping on a key change).
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if (_horizVel.sqrMagnitude > 0.05f)
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{
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Quaternion target = Quaternion.LookRotation(new Vector3(_horizVel.x, 0f, _horizVel.z));
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transform.rotation = Quaternion.RotateTowards(transform.rotation, target, turnSpeed * Time.deltaTime);
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}
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}
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}
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}
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