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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- // Require a character controller to be attached to the same game object
- [RequireComponent(typeof(CharacterController))]
- [AddComponentMenu("Character/Character Motor")]
- public class CharacterMotor : MonoBehaviour
- {
- // Does this script currently respond to input?
- public bool canControl = true;
- bool useFixedUpdate = true;
- // For the next variables, [System.NonSerialized] tells Unity to not serialize the variable or show it in the inspector view.
- // Very handy for organization!
- // The current global direction we want the character to move in.
- [System.NonSerialized]
- public Vector3 inputMoveDirection = Vector3.zero;
- // Is the jump button held down? We use this interface instead of checking
- // for the jump button directly so this script can also be used by AIs.
- [System.NonSerialized]
- public bool inputJump = false;
- [System.Serializable]
- public class CharacterMotorMovement
- {
- // The maximum horizontal speed when moving
- public float maxForwardSpeed = 3.0f;
- public float maxSidewaysSpeed = 2.0f;
- public float maxBackwardsSpeed = 2.0f;
- // Curve for multiplying speed based on slope(negative = downwards)
- public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));
- // How fast does the character change speeds? Higher is faster.
- public float maxGroundAcceleration = 30.0f;
- public float maxAirAcceleration = 20.0f;
- // The gravity for the character
- public float gravity = 9.81f;
- public float maxFallSpeed = 20.0f;
- // For the next variables, [System.NonSerialized] tells Unity to not serialize the variable or show it in the inspector view.
- // Very handy for organization!
- // The last collision flags returned from controller.Move
- [System.NonSerialized]
- public CollisionFlags collisionFlags;
- // We will keep track of the character's current velocity,
- [System.NonSerialized]
- public Vector3 velocity;
- // This keeps track of our current velocity while we're not grounded
- [System.NonSerialized]
- public Vector3 frameVelocity = Vector3.zero;
- [System.NonSerialized]
- public Vector3 hitPoint = Vector3.zero;
- [System.NonSerialized]
- public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);
- }
- public CharacterMotorMovement movement = new CharacterMotorMovement();
- public enum MovementTransferOnJump
- {
- None, // The jump is not affected by velocity of floor at all.
- InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
- PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
- PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
- }
- // We will contain all the jumping related variables in one helper class for clarity.
- [System.Serializable]
- public class CharacterMotorJumping
- {
- // Can the character jump?
- public bool enabled = true;
- // How high do we jump when pressing jump and letting go immediately
- public float baseHeight = 1.0f;
- // We add extraHeight units(meters) on top when holding the button down longer while jumping
- public float extraHeight = 4.1f;
- // How much does the character jump out perpendicular to the surface on walkable surfaces?
- // 0 means a fully vertical jump and 1 means fully perpendicular.
- public float perpAmount = 0.0f;
- // How much does the character jump out perpendicular to the surface on too steep surfaces?
- // 0 means a fully vertical jump and 1 means fully perpendicular.
- public float steepPerpAmount = 0.5f;
- // For the next variables, [System.NonSerialized] tells Unity to not serialize the variable or show it in the inspector view.
- // Very handy for organization!
- // Are we jumping?(Initiated with jump button and not grounded yet)
- // To see ifwe are just in the air(initiated by jumping OR falling) see the grounded variable.
- [System.NonSerialized]
- public bool jumping = false;
- [System.NonSerialized]
- public bool holdingJumpButton = false;
- // the time we jumped at(Used to determine for how long to apply extra jump power after jumping.)
- [System.NonSerialized]
- public float lastStartTime = 0.0f;
- [System.NonSerialized]
- public float lastButtonDownTime = -100.0f;
- [System.NonSerialized]
- public Vector3 jumpDir = Vector3.up;
- }
- public CharacterMotorJumping jumping = new CharacterMotorJumping();
- [System.Serializable]
- public class CharacterMotorMovingPlatform
- {
- public bool enabled = true;
- public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer;
- [System.NonSerialized]
- public Transform hitPlatform;
- [System.NonSerialized]
- public Transform activePlatform;
- [System.NonSerialized]
- public Vector3 activeLocalPoint;
- [System.NonSerialized]
- public Vector3 activeGlobalPoint;
- [System.NonSerialized]
- public Quaternion activeLocalRotation;
- [System.NonSerialized]
- public Quaternion activeGlobalRotation;
- [System.NonSerialized]
- public Matrix4x4 lastMatrix;
- [System.NonSerialized]
- public Vector3 platformVelocity;
- [System.NonSerialized]
- public bool newPlatform;
- }
- public CharacterMotorMovingPlatform movingPlatform = new CharacterMotorMovingPlatform();
- [System.Serializable]
- public class CharacterMotorSliding
- {
- // Does the character slide on too steep surfaces?
- public bool enabled = true;
- // How fast does the character slide on steep surfaces?
- public float slidingSpeed = 15.0f;
- // How much can the player control the sliding direction?
- // ifthe value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
- public float sidewaysControl = 1.0f;
- // How much can the player influence the sliding speed?
- // ifthe value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
- public float speedControl = 0.4f;
- }
- public CharacterMotorSliding sliding = new CharacterMotorSliding();
- [System.NonSerialized]
- public bool grounded = true;
- [System.NonSerialized]
- public Vector3 groundNormal = Vector3.zero;
- private Vector3 lastGroundNormal = Vector3.zero;
- private Transform tr;
- private CharacterController controller;
- void Awake()
- {
- controller = GetComponent<CharacterController>();
- tr = transform;
- }
- private void UpdateFunction()
- {
- // We copy the actual velocity into a temporary variable that we can manipulate.
- Vector3 velocity = movement.velocity;
- // Update velocity based on input
- velocity = ApplyInputVelocityChange(velocity);
- // Apply gravity and jumping force
- velocity = ApplyGravityAndJumping(velocity);
- // Moving platform support
- Vector3 moveDistance = Vector3.zero;
- if(MoveWithPlatform())
- {
- Vector3 newGlobalPoint = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
- moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
- if(moveDistance != Vector3.zero)
- controller.Move(moveDistance);
- // Support moving platform rotation as well:
- Quaternion newGlobalRotation = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
- Quaternion rotationDiff = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
- var yRotation = rotationDiff.eulerAngles.y;
- if(yRotation != 0)
- {
- // Prevent rotation of the local up vector
- tr.Rotate(0, yRotation, 0);
- }
- }
- // Save lastPosition for velocity calculation.
- Vector3 lastPosition = tr.position;
- // We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
- Vector3 currentMovementOffset = velocity * Time.deltaTime;
- // Find out how much we need to push towards the ground to avoid loosing grouning
- // when walking down a step or over a sharp change in slope.
- float pushDownOffset = Mathf.Max(controller.stepOffset, new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
- if(grounded)
- currentMovementOffset -= pushDownOffset * Vector3.up;
- // Reset variables that will be set by collision function
- movingPlatform.hitPlatform = null;
- groundNormal = Vector3.zero;
- // Move our character!
- movement.collisionFlags = controller.Move(currentMovementOffset);
- movement.lastHitPoint = movement.hitPoint;
- lastGroundNormal = groundNormal;
- if(movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform)
- {
- if(movingPlatform.hitPlatform != null)
- {
- movingPlatform.activePlatform = movingPlatform.hitPlatform;
- movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
- movingPlatform.newPlatform = true;
- }
- }
- // Calculate the velocity based on the current and previous position.
- // This means our velocity will only be the amount the character actually moved as a result of collisions.
- Vector3 oldHVelocity = new Vector3(velocity.x, 0, velocity.z);
- movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
- Vector3 newHVelocity = new Vector3(movement.velocity.x, 0, movement.velocity.z);
- // The CharacterController can be moved in unwanted directions when colliding with things.
- // We want to prevent this from influencing the recorded velocity.
- if(oldHVelocity == Vector3.zero)
- {
- movement.velocity = new Vector3(0, movement.velocity.y, 0);
- }
- else
- {
- float projectedNewVelocity = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
- movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
- }
- if(movement.velocity.y < velocity.y - 0.001)
- {
- if(movement.velocity.y < 0)
- {
- // Something is forcing the CharacterController down faster than it should.
- // Ignore this
- movement.velocity.y = velocity.y;
- }
- else
- {
- // The upwards movement of the CharacterController has been blocked.
- // This is treated like a ceiling collision - stop further jumping here.
- jumping.holdingJumpButton = false;
- }
- }
- // We were grounded but just loosed grounding
- if(grounded && !IsGroundedTest())
- {
- grounded = false;
- // Apply inertia from platform
- if(movingPlatform.enabled &&
- (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
- movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
- )
- {
- movement.frameVelocity = movingPlatform.platformVelocity;
- movement.velocity += movingPlatform.platformVelocity;
- }
- SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
- // We pushed the character down to ensure it would stay on the ground ifthere was any.
- // But there wasn't so now we cancel the downwards offset to make the fall smoother.
- tr.position += pushDownOffset * Vector3.up;
- }
- // We were not grounded but just landed on something
- else if(!grounded && IsGroundedTest())
- {
- grounded = true;
- jumping.jumping = false;
- SubtractNewPlatformVelocity();
- SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
- }
- // Moving platforms support
- if(MoveWithPlatform())
- {
- // Use the center of the lower half sphere of the capsule as reference point.
- // This works best when the character is standing on moving tilting platforms.
- movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height * 0.5f + controller.radius);
- movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
- // Support moving platform rotation as well:
- movingPlatform.activeGlobalRotation = tr.rotation;
- movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
- }
- }
- void FixedUpdate()
- {
- if(movingPlatform.enabled)
- {
- if(movingPlatform.activePlatform != null)
- {
- if(!movingPlatform.newPlatform)
- {
- // unused: Vector3 lastVelocity = movingPlatform.platformVelocity;
- movingPlatform.platformVelocity = (
- movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
- - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
- ) / Time.deltaTime;
- }
- movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
- movingPlatform.newPlatform = false;
- }
- else
- {
- movingPlatform.platformVelocity = Vector3.zero;
- }
- }
- if(useFixedUpdate)
- UpdateFunction();
- }
- void Update()
- {
- if(!useFixedUpdate)
- UpdateFunction();
- }
- private Vector3 ApplyInputVelocityChange(Vector3 velocity)
- {
- if(!canControl)
- inputMoveDirection = Vector3.zero;
- // Find desired velocity
- Vector3 desiredVelocity;
- if(grounded && TooSteep())
- {
- // The direction we're sliding in
- desiredVelocity = new Vector3(groundNormal.x, 0, groundNormal.z).normalized;
- // Find the input movement direction projected onto the sliding direction
- var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
- // Add the sliding direction, the spped control, and the sideways control vectors
- desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
- // Multiply with the sliding speed
- desiredVelocity *= sliding.slidingSpeed;
- }
- else
- desiredVelocity = GetDesiredHorizontalVelocity();
- if(movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
- {
- desiredVelocity += movement.frameVelocity;
- desiredVelocity.y = 0;
- }
- if(grounded)
- desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
- else
- velocity.y = 0;
- // Enforce max velocity change
- float maxVelocityChange = GetMaxAcceleration(grounded) * Time.deltaTime;
- Vector3 velocityChangeVector = (desiredVelocity - velocity);
- if(velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange)
- {
- velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
- }
- // ifwe're in the air and don't have control, don't apply any velocity change at all.
- // ifwe're on the ground and don't have control we do apply it - it will correspond to friction.
- if(grounded || canControl)
- velocity += velocityChangeVector;
- if(grounded)
- {
- // When going uphill, the CharacterController will automatically move up by the needed amount.
- // Not moving it upwards manually prevent risk of lifting off from the ground.
- // When going downhill, DO move down manually, as gravity is not enough on steep hills.
- velocity.y = Mathf.Min(velocity.y, 0);
- }
- return velocity;
- }
- private Vector3 ApplyGravityAndJumping(Vector3 velocity)
- {
- if(!inputJump || !canControl)
- {
- jumping.holdingJumpButton = false;
- jumping.lastButtonDownTime = -100;
- }
- if(inputJump && jumping.lastButtonDownTime < 0 && canControl)
- jumping.lastButtonDownTime = Time.time;
- if(grounded)
- velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
- else
- {
- velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
- // When jumping up we don't apply gravity for some time when the user is holding the jump button.
- // This gives more control over jump height by pressing the button longer.
- if(jumping.jumping && jumping.holdingJumpButton)
- {
- // Calculate the duration that the extra jump force should have effect.
- // ifwe're still less than that duration after the jumping time, apply the force.
- if(Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight))
- {
- // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
- velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
- }
- }
- // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
- velocity.y = Mathf.Max(velocity.y, -movement.maxFallSpeed);
- }
- if(grounded)
- {
- // Jump only ifthe jump button was pressed down in the last 0.2 seconds.
- // We use this check instead of checking ifit's pressed down right now
- // because players will often try to jump in the exact moment when hitting the ground after a jump
- // and ifthey hit the button a fraction of a second too soon and no new jump happens as a consequence,
- // it's confusing and it feels like the game is buggy.
- if(jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2))
- {
- grounded = false;
- jumping.jumping = true;
- jumping.lastStartTime = Time.time;
- jumping.lastButtonDownTime = -100;
- jumping.holdingJumpButton = true;
- // Calculate the jumping direction
- if(TooSteep())
- jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
- else
- jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
- // Apply the jumping force to the velocity. Cancel any vertical velocity first.
- velocity.y = 0;
- velocity += jumping.jumpDir * CalculateJumpVerticalSpeed(jumping.baseHeight);
- // Apply inertia from platform
- if(movingPlatform.enabled &&
- (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
- movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
- )
- {
- movement.frameVelocity = movingPlatform.platformVelocity;
- velocity += movingPlatform.platformVelocity;
- }
- SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
- }
- else
- {
- jumping.holdingJumpButton = false;
- }
- }
- return velocity;
- }
- void OnControllerColliderHit(ControllerColliderHit hit)
- {
- if(hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0)
- {
- if((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
- groundNormal = hit.normal;
- else
- groundNormal = lastGroundNormal;
- movingPlatform.hitPlatform = hit.collider.transform;
- movement.hitPoint = hit.point;
- movement.frameVelocity = Vector3.zero;
- }
- }
- private IEnumerator SubtractNewPlatformVelocity()
- {
- // When landing, subtract the velocity of the new ground from the character's velocity
- // since movement in ground is relative to the movement of the ground.
- if(movingPlatform.enabled &&
- (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
- movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer))
- {
- // if we landed on a new platform, we have to wait for two FixedUpdates
- // before we know the velocity of the platform under the character
- if(movingPlatform.newPlatform)
- {
- Transform platform = movingPlatform.activePlatform;
- yield return new WaitForFixedUpdate();
- yield return new WaitForFixedUpdate();
- if(grounded && platform == movingPlatform.activePlatform)
- yield break;
- }
- movement.velocity -= movingPlatform.platformVelocity;
- }
- }
- private bool MoveWithPlatform()
- {
- return (movingPlatform.enabled
- && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
- && movingPlatform.activePlatform != null
- );
- }
- private Vector3 GetDesiredHorizontalVelocity()
- {
- // Find desired velocity
- Vector3 desiredLocalDirection = tr.InverseTransformDirection(inputMoveDirection);
- float maxSpeed = MaxSpeedInDirection(desiredLocalDirection);
- if(grounded)
- {
- // Modify max speed on slopes based on slope speed multiplier curve
- var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg;
- maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
- }
- return tr.TransformDirection(desiredLocalDirection * maxSpeed);
- }
- private Vector3 AdjustGroundVelocityToNormal(Vector3 hVelocity, Vector3 groundNormal)
- {
- Vector3 sideways = Vector3.Cross(Vector3.up, hVelocity);
- return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
- }
- private bool IsGroundedTest()
- {
- return (groundNormal.y > 0.01);
- }
- float GetMaxAcceleration(bool grounded)
- {
- // Maximum acceleration on ground and in air
- if(grounded)
- return movement.maxGroundAcceleration;
- else
- return movement.maxAirAcceleration;
- }
- float CalculateJumpVerticalSpeed(float targetJumpHeight)
- {
- // From the jump height and gravity we deduce the upwards speed
- // for the character to reach at the apex.
- return Mathf.Sqrt(2 * targetJumpHeight * movement.gravity);
- }
- bool IsJumping()
- {
- return jumping.jumping;
- }
- bool IsSliding()
- {
- return (grounded && sliding.enabled && TooSteep());
- }
- bool IsTouchingCeiling()
- {
- return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
- }
- bool IsGrounded()
- {
- return grounded;
- }
- bool TooSteep()
- {
- return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
- }
- Vector3 GetDirection()
- {
- return inputMoveDirection;
- }
- void SetControllable(bool controllable)
- {
- canControl = controllable;
- }
- // Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
- // The function returns the length of the resulting vector.
- float MaxSpeedInDirection(Vector3 desiredMovementDirection)
- {
- if(desiredMovementDirection == Vector3.zero)
- return 0;
- else
- {
- float zAxisEllipseMultiplier = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
- Vector3 temp = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
- float length = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
- return length;
- }
- }
- void SetVelocity(Vector3 velocity)
- {
- grounded = false;
- movement.velocity = velocity;
- movement.frameVelocity = Vector3.zero;
- SendMessage("OnExternalVelocity");
- }
- }
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