Keyboard turning ramps to full over KeyboardTurnRampTime (0.4 s) so a tap feathers the turn; analog turn passes straight through
Release or reversal starts the ramp again from zero (operator request, 2026-10-29: the Longinus lurches). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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2 changed files with 16 additions and 1 deletions
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@ -201,6 +201,8 @@ public class ActionGameManager : MonoBehaviour
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private float3 _viewDirection;
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// The player's face-the-aim state (Left Shift held, Caps Lock latched); Ship.Turn is its only output.
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private readonly HelmInput _helm = new HelmInput();
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// Seconds a held turn key takes to reach full turn rate.
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public float KeyboardTurnRampTime = .4f;
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private TextMeshProUGUI _faceAimMark;
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private (HardpointData[] hardpoints, Transform[] barrels, PlaceUIElementWorldspace crosshair)[] _articulationGroups;
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// The outgoing progress indicators on the player's target: one per lock weapon (its Lock, shown only on a hostile target)
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@ -1335,7 +1337,9 @@ public class ActionGameManager : MonoBehaviour
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{
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ship.Command.Movement = Input.Player.Move.ReadValue<Vector2>().ToCultMath();
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_helm.Held = Input.Player.FaceAim.IsPressed();
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ship.Command.Turn = _helm.Demand(_viewDirection.xz, Input.Player.Turn.ReadValue<float>());
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var turnDigital = Input.Player.Turn.activeControl?.device is UnityEngine.InputSystem.Keyboard;
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var turnAxis = _helm.TurnAxis(Input.Player.Turn.ReadValue<float>(), turnDigital, Time.deltaTime, KeyboardTurnRampTime);
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ship.Command.Turn = _helm.Demand(_viewDirection.xz, turnAxis);
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}
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UpdateMusic();
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@ -13,6 +13,17 @@ public class HelmInput
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public void Toggle() => Latched = !Latched;
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private float _turnAxis;
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// The turn axis as the helm reads it. A digital input (keys) ramps from zero to full over rampTime so a tap feathers the
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// turn; releasing it, or reversing, starts again from zero. An analog input passes straight through.
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public float TurnAxis(float raw, bool digital, float dt, float rampTime)
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{
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if (!digital || rampTime <= 0 || raw == 0) return _turnAxis = raw;
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if (sign(raw) != sign(_turnAxis)) _turnAxis = 0;
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return _turnAxis = sign(raw) * min(abs(raw), abs(_turnAxis) + dt / rampTime);
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}
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// The turn the player commands: the aim heading, resolved against the hull at each sim step, or the turn axis.
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public TurnCommand Demand(float2 aim, float turnAxis) =>
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FaceAim ? TurnCommand.Toward(aim) : TurnCommand.OfRate(clamp(turnAxis, -1f, 1f));
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