Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #pragma strict
- #pragma implicit
- #pragma downcast
- // Does this script currently respond to input?
- var canControl : boolean = true;
- var useFixedUpdate : boolean = true;
- private var moveRate : float;
- // 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
- var inputMoveDirection : Vector3 = 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
- var inputJump : boolean = false;
- var movement : CharacterMotorMovement = CharacterMotorMovement();
- var jumping : CharacterMotorJumping = CharacterMotorJumping();
- var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();
- var sliding : CharacterMotorSliding = CharacterMotorSliding();
- @System.NonSerialized
- var grounded : boolean = true;
- @System.NonSerialized
- var groundNormal : Vector3 = Vector3.zero;
- private var lastGroundNormal : Vector3 = Vector3.zero;
- private var tr : Transform;
- private var controller : CharacterController;
- private var moveSpeedRate : float;
- function Awake () {
- controller = GetComponent (CharacterController);
- tr = transform;
- }
- private function UpdateFunction () {
- // We copy the actual velocity into a temporary variable that we can manipulate.
- var velocity : Vector3 = movement.velocity;
- // Update velocity based on input
- velocity = ApplyInputVelocityChange(velocity);
- // Apply gravity and jumping force
- velocity = ApplyGravityAndJumping (velocity);
- // Moving platform support
- var moveDistance : Vector3 = Vector3.zero;
- if (MoveWithPlatform()) {
- var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
- moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
- if (moveDistance != Vector3.zero)
- {
- controller.Move(moveDistance);
- }
- // Support moving platform rotation as well:
- var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
- var rotationDiff : Quaternion = 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.
- var lastPosition : Vector3 = tr.position;
- // We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
- var currentMovementOffset : Vector3 = 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.
- var pushDownOffset : float = Mathf.Max(controller.stepOffset, 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.
- var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
- movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
- var newHVelocity : Vector3 = 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 {
- var projectedNewVelocity : float = 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 if there 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*0.5 + 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;
- }
- }
- function FixedUpdate () {
- if (movingPlatform.enabled) {
- if (movingPlatform.activePlatform != null) {
- if (!movingPlatform.newPlatform) {
- var lastVelocity : Vector3 = 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();
- }
- function Update () {
- if (!useFixedUpdate)
- UpdateFunction();
- }
- private function ApplyInputVelocityChange (velocity : Vector3) {
- if (!canControl)
- inputMoveDirection = Vector3.zero;
- // Find desired velocity
- var desiredVelocity : Vector3;
- if (grounded && TooSteep()) {
- // The direction we're sliding in
- desiredVelocity = 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
- var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
- var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
- if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
- velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
- }
- // If we're in the air and don't have control, don't apply any velocity change at all.
- // If we're on the ground and don't have control we do apply it - it will correspond to friction.
- if (grounded || canControl)
- velocity = desiredVelocity;
- 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 function ApplyGravityAndJumping (velocity : Vector3) {
- 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.
- // If we'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 if the jump button was pressed down in the last 0.2 seconds.
- // We use this check instead of checking if it's pressed down right now
- // because players will often try to jump in the exact moment when hitting the ground after a jump
- // and if they 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;
- }
- function OnControllerColliderHit (hit : ControllerColliderHit) {
- 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 function 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) {
- var platform : Transform = movingPlatform.activePlatform;
- yield WaitForFixedUpdate();
- yield WaitForFixedUpdate();
- if (grounded && platform == movingPlatform.activePlatform)
- yield 1;
- }
- movement.velocity -= movingPlatform.platformVelocity;
- }
- }
- private function MoveWithPlatform () : boolean {
- return (
- movingPlatform.enabled
- && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
- && movingPlatform.activePlatform != null
- );
- }
- private function GetDesiredHorizontalVelocity () {
- // Find desired velocity
- var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
- var maxSpeed : float = 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 new Vector3(movement.maxSidewaysSpeed * moveRate * moveSpeedRate, 0, 0);
- }
- function setMoveSpeedRate (speed : float)
- {
- moveSpeedRate = speed;
- }
- function LeftMove (speed : float)
- {
- moveRate = -1;
- setMoveSpeedRate (speed);
- }
- function RightMove (speed : float)
- {
- moveRate = 1;
- setMoveSpeedRate (speed);
- }
- function NoMove ()
- {
- moveRate = 0;
- }
- private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
- var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
- return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
- }
- private function IsGroundedTest () {
- return (groundNormal.y > 0.01);
- }
- function GetMaxAcceleration (grounded : boolean) : float {
- // Maximum acceleration on ground and in air
- if (grounded)
- return movement.maxGroundAcceleration;
- else
- return movement.maxAirAcceleration;
- }
- function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
- // 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);
- }
- function IsJumping () {
- return jumping.jumping;
- }
- function IsSliding () {
- return (grounded && sliding.enabled && TooSteep());
- }
- function IsTouchingCeiling () {
- return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
- }
- function IsGrounded () {
- return grounded;
- }
- function TooSteep () {
- return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
- }
- function GetDirection () {
- return inputMoveDirection;
- }
- function SetControllable (controllable : boolean) {
- 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.
- function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
- if (desiredMovementDirection == Vector3.zero)
- return 0;
- else {
- var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
- var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
- var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
- return length;
- }
- }
- function SetVelocity (velocity : Vector3) {
- grounded = false;
- movement.velocity = velocity;
- movement.frameVelocity = Vector3.zero;
- SendMessage("OnExternalVelocity");
- }
- // Require a character controller to be attached to the same game object
- @script RequireComponent (CharacterController)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement