Initial Unity 6 scaffold for Cat Kirby Adventures.

Add Phase A greybox vertical slice: third-person movement, forest path, checkpoints, story triggers, and light ability gate.
This commit is contained in:
ifontosh
2026-09-08 17:09:27 +08:00
commit 1c6c9b2a70
44 changed files with 2553 additions and 0 deletions
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using UnityEngine;
using UnityEngine.InputSystem;
namespace KirbyAdventures
{
[RequireComponent(typeof(CharacterController))]
public class PlayerMotor : MonoBehaviour
{
public float MoveSpeed = 6f;
public float JumpHeight = 1.4f;
public float Gravity = -22f;
public float GroundStick = -2f;
public Transform CameraTransform;
public Transform YawPivot;
CharacterController _cc;
Vector3 _velocity;
bool _grounded;
void Awake()
{
_cc = GetComponent<CharacterController>();
}
void Update()
{
if (GameFlow.Instance != null && (GameFlow.Instance.IsPaused || GameFlow.Instance.HasWon))
return;
HandleRespawnInput();
ReadMoveAndJump();
}
void HandleRespawnInput()
{
var kb = Keyboard.current;
if (kb != null && kb.rKey.wasPressedThisFrame)
CheckpointSystem.Respawn(transform, _cc);
}
void ReadMoveAndJump()
{
var kb = Keyboard.current;
float h = 0f, v = 0f;
if (kb != null)
{
if (kb.aKey.isPressed || kb.leftArrowKey.isPressed) h -= 1f;
if (kb.dKey.isPressed || kb.rightArrowKey.isPressed) h += 1f;
if (kb.sKey.isPressed || kb.downArrowKey.isPressed) v -= 1f;
if (kb.wKey.isPressed || kb.upArrowKey.isPressed) v += 1f;
}
_grounded = _cc.isGrounded;
if (_grounded && _velocity.y < 0f)
_velocity.y = GroundStick;
Vector3 forward = Vector3.forward;
Vector3 right = Vector3.right;
if (YawPivot != null)
{
forward = YawPivot.forward;
right = YawPivot.right;
}
else if (CameraTransform != null)
{
forward = CameraTransform.forward;
right = CameraTransform.right;
}
forward.y = 0f;
right.y = 0f;
forward.Normalize();
right.Normalize();
Vector3 move = (forward * v + right * h);
if (move.sqrMagnitude > 1f) move.Normalize();
_cc.Move(move * MoveSpeed * Time.deltaTime);
if (kb != null && kb.spaceKey.wasPressedThisFrame && _grounded)
_velocity.y = Mathf.Sqrt(JumpHeight * -2f * Gravity);
_velocity.y += Gravity * Time.deltaTime;
_cc.Move(_velocity * Time.deltaTime);
if (move.sqrMagnitude > 0.01f)
{
var look = Quaternion.LookRotation(move, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, look, 12f * Time.deltaTime);
}
}
}
}
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using UnityEngine;
using UnityEngine.InputSystem;
namespace KirbyAdventures
{
/// <summary>
/// Third-person follow camera with mouse look (avoids Cinemachine 3 API coupling).
/// </summary>
public class SimpleCameraFollow : MonoBehaviour
{
public Transform Target;
public Transform YawPivot;
public float Distance = 5.5f;
public float Height = 1.6f;
public float MouseSensitivity = 0.12f;
public float MinPitch = -30f;
public float MaxPitch = 55f;
public float Smooth = 12f;
float _yaw;
float _pitch = 12f;
public float Yaw => _yaw;
public float Pitch => _pitch;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
if (YawPivot != null)
_yaw = YawPivot.eulerAngles.y;
}
void LateUpdate()
{
if (Target == null) return;
if (GameFlow.Instance != null && (GameFlow.Instance.IsPaused || GameFlow.Instance.HasWon))
return;
var mouse = Mouse.current;
if (mouse != null)
{
var delta = mouse.delta.ReadValue();
_yaw += delta.x * MouseSensitivity;
_pitch -= delta.y * MouseSensitivity;
_pitch = Mathf.Clamp(_pitch, MinPitch, MaxPitch);
}
if (YawPivot != null)
YawPivot.rotation = Quaternion.Euler(0f, _yaw, 0f);
var rot = Quaternion.Euler(_pitch, _yaw, 0f);
var desired = Target.position + Vector3.up * Height + rot * (Vector3.back * Distance);
transform.position = Vector3.Lerp(transform.position, desired, 1f - Mathf.Exp(-Smooth * Time.deltaTime));
transform.rotation = Quaternion.Slerp(transform.rotation, rot, 1f - Mathf.Exp(-Smooth * Time.deltaTime));
}
}
}