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using UnityEngine;
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/// <summary>
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/// Strategy — free surface tracking.
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/// Ghost follows the ray hit point, aligns to the surface normal,
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/// and socket-snaps when a compatible socket is nearby.
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/// Rotation input rotates around the surface normal (or socket forward when snapped).
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/// </summary>
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public class FreeMoveStrategy : IGhostMovementStrategy
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{
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public void UpdateMovement(ref GhostMovementContext ctx)
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{
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bool snapped = TrySocketSnap(ref ctx);
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if (!snapped)
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{
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if (ctx.AlignToSurfaceNormal)
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AlignToSurfaceNormal(ref ctx);
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MoveAlongSurface(ref ctx);
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}
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// Rotation axis: socket forward when snapped, surface normal otherwise
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ctx.RotationAxis = (snapped && ctx.MySocket != null)
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? ctx.MySocket.transform.forward
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: ctx.SurfaceNormal;
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}
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// -------------------------------------------------------------------------
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private static bool TrySocketSnap(ref GhostMovementContext ctx)
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{
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if (ctx.TargetSocket == null) return false;
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bool compatible = ctx.MySocket == null || ctx.TargetSocket.CanAccept(ctx.MySocket);
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if (!compatible) return false;
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PerformSocketSnap(ref ctx);
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return true;
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}
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private static void PerformSocketSnap(ref GhostMovementContext ctx)
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{
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Vector3 targetNormal = ctx.TargetSocket.GetNormal().normalized;
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if (ctx.MySocket != null)
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{
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// 1. Primary Alignment: Align the exact socket normals
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Vector3 myNormal = ctx.MySocket.GetNormal().normalized;
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Vector3 myTargetNormal = -ctx.TargetSocket.GetNormal().normalized;
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Quaternion primaryRot = Quaternion.FromToRotation(myNormal, myTargetNormal);
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ctx.GhostTransform.rotation = primaryRot * ctx.GhostTransform.rotation;
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// 2. Secondary Alignment: Align the 'Up' (or Forward) vectors to prevent random twisting/rolling
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Vector3 mySecondary = Mathf.Abs(Vector3.Dot(ctx.MySocket.transform.up, myTargetNormal)) < 0.9f
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? ctx.MySocket.transform.up
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: ctx.MySocket.transform.forward;
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Vector3 targetSecondary = Mathf.Abs(Vector3.Dot(ctx.TargetSocket.transform.up, -myTargetNormal)) < 0.9f
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? ctx.TargetSocket.transform.up
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: ctx.TargetSocket.transform.forward;
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// Project secondary vectors onto the flat plane between the sockets
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Vector3 projectedMySecondary = Vector3.ProjectOnPlane(mySecondary, myTargetNormal).normalized;
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Vector3 projectedTargetSecondary = Vector3.ProjectOnPlane(targetSecondary, myTargetNormal).normalized;
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if (projectedMySecondary != Vector3.zero && projectedTargetSecondary != Vector3.zero)
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{
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// Find the twist angle needed to align the secondary axes
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float angle = Vector3.SignedAngle(projectedMySecondary, projectedTargetSecondary, myTargetNormal);
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// Snap to the nearest 45 degrees to allow manual 'R' rotations to persist!
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float correction = angle - Mathf.Round(angle / 45f) * 45f;
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// Rotate the ghost around its own pivot
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ctx.GhostTransform.rotation = Quaternion.AngleAxis(correction, myTargetNormal) * ctx.GhostTransform.rotation;
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}
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// 3. Translate the ghost so the sockets physically touch
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Vector3 shift = ctx.TargetSocket.transform.position - ctx.MySocket.transform.position;
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ctx.GhostTransform.position += shift;
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}
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else
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{
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Transform pivot = ctx.AttachPoint != null
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? ctx.AttachPoint
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: ctx.GhostTransform;
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Vector3 pivotOffset = pivot.position - ctx.GhostTransform.position;
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ctx.GhostTransform.position = ctx.TargetSocket.transform.position - pivotOffset;
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}
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}
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private static void AlignToSurfaceNormal(ref GhostMovementContext ctx)
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{
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Transform pivot = GetCurrentPivot(ref ctx);
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Quaternion target = Quaternion.FromToRotation(pivot.up, ctx.SurfaceNormal)
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* ctx.GhostTransform.rotation;
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if (ctx.SnapRotation)
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target = SnapToNearestRightAngle(target);
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ctx.GhostTransform.rotation = target;
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}
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private static void MoveAlongSurface(ref GhostMovementContext ctx)
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{
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Transform pivot = GetCurrentPivot(ref ctx);
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Vector3 pivotOffset = pivot.position - ctx.GhostTransform.position;
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Vector3 targetPos = ctx.SurfacePoint - pivotOffset;
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if (ctx.HeightOffset != 0f)
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targetPos += ctx.SurfaceNormal * ctx.HeightOffset;
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ctx.GhostTransform.position = Vector3.Lerp(
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ctx.GhostTransform.position,
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targetPos,
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Time.deltaTime * ctx.FollowSpeed);
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}
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private static Transform GetCurrentPivot(ref GhostMovementContext ctx)
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{
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return ctx.AttachPoint != null ? ctx.AttachPoint : ctx.GhostTransform;
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}
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private static Quaternion SnapToNearestRightAngle(Quaternion q)
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{
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Vector3 e = q.eulerAngles;
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e.x = Mathf.Round(e.x / 90f) * 90f;
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e.y = Mathf.Round(e.y / 90f) * 90f;
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e.z = Mathf.Round(e.z / 90f) * 90f;
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return Quaternion.Euler(e);
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}
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}
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