Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- using UnityEngine;
- using System.Collections;
- namespace RootMotion.Demos {
- /// <summary>
- /// Third person character controller. This class is based on the ThirdPersonCharacter.cs of the Unity Exmaple Assets.
- /// </summary>
- public class CharacterThirdPerson : CharacterBase {
- // Is the character always rotating to face the move direction or is he strafing?
- [System.Serializable]
- public enum MoveMode {
- Directional,
- Strafe
- }
- // Animation state
- public struct AnimState {
- public Vector3 moveDirection; // the forward speed
- public bool jump; // should the character be jumping?
- public bool crouch; // should the character be crouching?
- public bool onGround; // is the character grounded
- public bool isStrafing; // should the character always rotate to face the move direction or strafe?
- public float yVelocity; // y velocity of the character
- }
- [Header("References")]
- public CharacterAnimationBase characterAnimation; // the animation controller
- public UserControlThirdPerson userControl; // user input
- public CameraController cam; // Camera controller (optional). If assigned will update the camera in LateUpdate only if character moves
- [Header("Movement")]
- public MoveMode moveMode; // Is the character always rotating to face the move direction or is he strafing?
- public bool smoothPhysics = true; // If true, will use interpolation to smooth out the fixed time step.
- public float smoothAccelerationTime = 0.2f; // The smooth acceleration of the speed of the character (using Vector3.SmoothDamp)
- public float linearAccelerationSpeed = 3f; // The linear acceleration of the speed of the character (using Vector3.MoveTowards)
- public float platformFriction = 7f; // the acceleration of adapting the velocities of moving platforms
- public float groundStickyEffect = 4f; // power of 'stick to ground' effect - prevents bumping down slopes.
- public float maxVerticalVelocityOnGround = 3f; // the maximum y velocity while the character is grounded
- public float velocityToGroundTangentWeight = 0f; // the weight of rotating character velocity vector to the ground tangent
- [Header("Rotation")]
- public bool lookInCameraDirection; // should the character be looking in the same direction that the camera is facing
- public float turnSpeed = 5f; // additional turn speed added when the player is moving (added to animation root rotation)
- public float stationaryTurnSpeedMlp = 1f; // additional turn speed added when the player is stationary (added to animation root rotation)
- [Header("Jumping and Falling")]
- public float airSpeed = 6f; // determines the max speed of the character while airborne
- public float airControl = 2f; // determines the response speed of controlling the character while airborne
- public float jumpPower = 12f; // determines the jump force applied when jumping (and therefore the jump height)
- public float jumpRepeatDelayTime = 0f; // amount of time that must elapse between landing and being able to jump again
- [Header("Wall Running")]
- [SerializeField] LayerMask wallRunLayers; // walkable vertical surfaces
- public float wallRunMaxLength = 1f; // max duration of a wallrun
- public float wallRunMinMoveMag = 0.6f; // the minumum magnitude of the user control input move vector
- public float wallRunMinVelocityY = -1f; // the minimum vertical velocity of doing a wall run
- public float wallRunRotationSpeed = 1.5f; // the speed of rotating the character to the wall normal
- public float wallRunMaxRotationAngle = 70f; // max angle of character rotation
- public float wallRunWeightSpeed = 5f; // the speed of blending in/out the wall running effect
- [Header("Crouching")]
- public float crouchCapsuleScaleMlp = 0.6f; // the capsule collider scale multiplier while crouching
- public bool onGround { get; private set; }
- public AnimState animState = new AnimState();
- protected Vector3 moveDirection; // The current move direction of the character in Strafe move mode
- private Animator animator;
- private Vector3 normal, platformVelocity, platformAngularVelocity;
- private RaycastHit hit;
- private float jumpLeg, jumpEndTime, forwardMlp, groundDistance, lastAirTime, stickyForce;
- private Vector3 wallNormal = Vector3.up;
- private Vector3 moveDirectionVelocity;
- private float wallRunWeight;
- private float lastWallRunWeight;
- private Vector3 fixedDeltaPosition;
- private Quaternion fixedDeltaRotation;
- private bool fixedFrame;
- private float wallRunEndTime;
- // Use this for initialization
- protected override void Start () {
- base.Start();
- animator = GetComponent<Animator>();
- if (animator == null) animator = characterAnimation.GetComponent<Animator>();
- wallNormal = Vector3.up;
- onGround = true;
- animState.onGround = true;
- if (cam != null) cam.enabled = false;
- }
- void OnAnimatorMove() {
- Move (animator.deltaPosition, animator.deltaRotation);
- }
- // When the Animator moves
- public override void Move(Vector3 deltaPosition, Quaternion deltaRotation) {
- // Accumulate delta position, update in FixedUpdate to maintain consitency
- fixedDeltaPosition += deltaPosition;
- fixedDeltaRotation *= deltaRotation;
- }
- void FixedUpdate() {
- if (animator != null && animator.updateMode == AnimatorUpdateMode.AnimatePhysics) {
- smoothPhysics = false;
- characterAnimation.smoothFollow = false;
- }
- // Smoothing out the fixed time step
- r.interpolation = smoothPhysics? RigidbodyInterpolation.Interpolate: RigidbodyInterpolation.None;
- characterAnimation.smoothFollow = smoothPhysics;
- // Move
- MoveFixed(fixedDeltaPosition);
- fixedDeltaPosition = Vector3.zero;
- transform.rotation *= fixedDeltaRotation;
- fixedDeltaRotation = Quaternion.identity;
- Rotate();
- GroundCheck (); // detect and stick to ground
- // Friction
- if (userControl.state.move == Vector3.zero && groundDistance < airborneThreshold * 0.5f) HighFriction();
- else ZeroFriction();
- if (onGround) {
- // Jumping
- animState.jump = Jump();
- } else {
- // Additional gravity
- r.AddForce((Physics.gravity * gravityMultiplier) - Physics.gravity);
- }
- // Scale the capsule colllider while crouching
- ScaleCapsule(userControl.state.crouch? crouchCapsuleScaleMlp: 1f);
- fixedFrame = true;
- }
- protected virtual void Update() {
- // Fill in animState
- animState.onGround = onGround;
- animState.moveDirection = GetMoveDirection();
- animState.yVelocity = Mathf.Lerp(animState.yVelocity, r.velocity.y, Time.deltaTime * 10f);
- animState.crouch = userControl.state.crouch;
- animState.isStrafing = moveMode == MoveMode.Strafe;
- }
- protected virtual void LateUpdate() {
- if (cam == null) return;
- cam.UpdateInput();
- if (!fixedFrame && r.interpolation == RigidbodyInterpolation.None) return;
- // Update camera only if character moves
- cam.UpdateTransform(r.interpolation == RigidbodyInterpolation.None? Time.fixedDeltaTime: Time.deltaTime);
- fixedFrame = false;
- }
- private void MoveFixed(Vector3 deltaPosition) {
- // Process horizontal wall-running
- WallRun();
- Vector3 velocity = deltaPosition / Time.deltaTime;
- // Add velocity of the rigidbody the character is standing on
- velocity += new Vector3(platformVelocity.x, 0f, platformVelocity.z);
- if (onGround) {
- // Rotate velocity to ground tangent
- if (velocityToGroundTangentWeight > 0f) {
- Quaternion rotation = Quaternion.FromToRotation(transform.up, normal);
- velocity = Quaternion.Lerp(Quaternion.identity, rotation, velocityToGroundTangentWeight) * velocity;
- }
- } else {
- // Air move
- Vector3 airMove = new Vector3 (userControl.state.move.x * airSpeed, 0f, userControl.state.move.z * airSpeed);
- velocity = Vector3.Lerp(r.velocity, airMove, Time.deltaTime * airControl);
- }
- if (onGround && Time.time > jumpEndTime) {
- r.velocity = r.velocity - transform.up * stickyForce * Time.deltaTime;
- }
- // Vertical velocity
- velocity.y = Mathf.Clamp(r.velocity.y, r.velocity.y, onGround? maxVerticalVelocityOnGround: r.velocity.y);
- r.velocity = velocity;
- // Dampering forward speed on the slopes
- float slopeDamper = !onGround? 1f: GetSlopeDamper(-deltaPosition / Time.deltaTime, normal);
- forwardMlp = Mathf.Lerp(forwardMlp, slopeDamper, Time.deltaTime * 5f);
- }
- // Processing horizontal wall running
- private void WallRun() {
- bool canWallRun = CanWallRun();
- // Remove flickering in and out of wall-running
- if (wallRunWeight > 0f && !canWallRun) wallRunEndTime = Time.time;
- if (Time.time < wallRunEndTime + 0.5f) canWallRun = false;
- wallRunWeight = Mathf.MoveTowards(wallRunWeight, (canWallRun? 1f: 0f), Time.deltaTime * wallRunWeightSpeed);
- if (wallRunWeight <= 0f) {
- // Reset
- if (lastWallRunWeight > 0f) {
- transform.rotation = Quaternion.LookRotation(new Vector3(transform.forward.x, 0f, transform.forward.z), Vector3.up);
- wallNormal = Vector3.up;
- }
- }
- lastWallRunWeight = wallRunWeight;
- if (wallRunWeight <= 0f) return;
- // Make sure the character won't fall down
- if (onGround && r.velocity.y < 0f) r.velocity = new Vector3(r.velocity.x, 0f, r.velocity.z);
- // transform.forward flattened
- Vector3 f = transform.forward;
- f.y = 0f;
- // Raycasting to find a walkable wall
- RaycastHit velocityHit = new RaycastHit();
- velocityHit.normal = Vector3.up;
- Physics.Raycast(onGround? transform.position: capsule.bounds.center, f, out velocityHit, 3f, wallRunLayers);
- // Finding the normal to rotate to
- wallNormal = Vector3.Lerp(wallNormal, velocityHit.normal, Time.deltaTime * wallRunRotationSpeed);
- // Clamping wall normal to max rotation angle
- wallNormal = Vector3.RotateTowards(Vector3.up, wallNormal, wallRunMaxRotationAngle * Mathf.Deg2Rad, 0f);
- // Get transform.forward ortho-normalized to the wall normal
- Vector3 fW = transform.forward;
- Vector3 nW = wallNormal;
- Vector3.OrthoNormalize(ref nW, ref fW);
- // Rotate from upright to wall normal
- transform.rotation = Quaternion.Slerp(Quaternion.LookRotation(f, Vector3.up), Quaternion.LookRotation(fW, wallNormal), wallRunWeight);
- }
- // Should the character be enabled to do a wall run?
- private bool CanWallRun() {
- if (Time.time < jumpEndTime - 0.1f) return false;
- if (Time.time > jumpEndTime - 0.1f + wallRunMaxLength) return false;
- if (r.velocity.y < wallRunMinVelocityY) return false;
- if (userControl.state.move.magnitude < wallRunMinMoveMag) return false;
- return true;
- }
- // Get the move direction of the character relative to the character rotation
- private Vector3 GetMoveDirection() {
- switch(moveMode) {
- case MoveMode.Directional:
- moveDirection = Vector3.SmoothDamp(moveDirection, new Vector3(0f, 0f, userControl.state.move.magnitude), ref moveDirectionVelocity, smoothAccelerationTime);
- moveDirection = Vector3.MoveTowards(moveDirection, new Vector3(0f, 0f, userControl.state.move.magnitude), Time.deltaTime * linearAccelerationSpeed);
- return moveDirection * forwardMlp;
- case MoveMode.Strafe:
- moveDirection = Vector3.SmoothDamp(moveDirection, userControl.state.move, ref moveDirectionVelocity, smoothAccelerationTime);
- moveDirection = Vector3.MoveTowards(moveDirection, userControl.state.move, Time.deltaTime * linearAccelerationSpeed);
- return transform.InverseTransformDirection(moveDirection);
- }
- return Vector3.zero;
- }
- // Rotate the character
- protected virtual void Rotate() {
- if (platformAngularVelocity != Vector3.zero) transform.rotation = Quaternion.Euler(platformAngularVelocity) * transform.rotation;
- float angle = GetAngleFromForward(GetForwardDirection());
- if (userControl.state.move == Vector3.zero) angle *= (1.01f - (Mathf.Abs(angle) / 180f)) * stationaryTurnSpeedMlp;
- // Rotating the character
- RigidbodyRotateAround(characterAnimation.GetPivotPoint(), transform.up, angle * Time.deltaTime * turnSpeed);
- }
- // Which way to look at?
- private Vector3 GetForwardDirection() {
- bool isMoving = userControl.state.move != Vector3.zero;
- switch (moveMode) {
- case MoveMode.Directional:
- if (isMoving) return userControl.state.move;
- return lookInCameraDirection? userControl.state.lookPos - r.position: transform.forward;
- case MoveMode.Strafe:
- if (isMoving) return userControl.state.lookPos - r.position;
- return lookInCameraDirection? userControl.state.lookPos - r.position: transform.forward;
- }
- return Vector3.zero;
- }
- protected virtual bool Jump() {
- // check whether conditions are right to allow a jump:
- if (!userControl.state.jump) return false;
- if (userControl.state.crouch) return false;
- if (!characterAnimation.animationGrounded) return false;
- if (Time.time < lastAirTime + jumpRepeatDelayTime) return false;
- // Jump
- onGround = false;
- jumpEndTime = Time.time + 0.1f;
- Vector3 jumpVelocity = userControl.state.move * airSpeed;
- r.velocity = jumpVelocity;
- r.velocity += transform.up * jumpPower;
- return true;
- }
- // Is the character grounded?
- private void GroundCheck () {
- Vector3 platformVelocityTarget = Vector3.zero;
- platformAngularVelocity = Vector3.zero;
- float stickyForceTarget = 0f;
- // Spherecasting
- hit = GetSpherecastHit();
- //normal = hit.normal;
- normal = transform.up;
- groundDistance = r.position.y - hit.point.y;
- // if not jumping...
- bool findGround = Time.time > jumpEndTime && r.velocity.y < jumpPower * 0.5f;
- if (findGround) {
- bool g = onGround;
- onGround = false;
- // The distance of considering the character grounded
- float groundHeight = !g? airborneThreshold * 0.5f: airborneThreshold;
- Vector3 horizontalVelocity = r.velocity;
- horizontalVelocity.y = 0f;
- float velocityF = horizontalVelocity.magnitude;
- if (groundDistance < groundHeight) {
- // Force the character on the ground
- stickyForceTarget = groundStickyEffect * velocityF * groundHeight;
- // On moving platforms
- if (hit.rigidbody != null) {
- platformVelocityTarget = hit.rigidbody.GetPointVelocity(hit.point);
- platformAngularVelocity = Vector3.Project(hit.rigidbody.angularVelocity, transform.up);
- }
- // Flag the character grounded
- onGround = true;
- }
- }
- // Interpolate the additive velocity of the platform the character might be standing on
- platformVelocity = Vector3.Lerp(platformVelocity, platformVelocityTarget, Time.deltaTime * platformFriction);
- stickyForce = stickyForceTarget;//Mathf.Lerp(stickyForce, stickyForceTarget, Time.deltaTime * 5f);
- // remember when we were last in air, for jump delay
- if (!onGround) lastAirTime = Time.time;
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement