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using UnityEngine; using System.Collections; // Require a character controller to be attached to the same game object [RequireComponent (typeof (CharacterController))] public class ThirdPersonControllerCS : MonoBehaviour { public AnimationClip idleAnimation; public AnimationClip walkAnimation; public AnimationClip runAnimation; public AnimationClip jumpPoseAnimation; public float walkMaxAnimationSpeed = 0.75f; public float trotMaxAnimationSpeed = 1.0f; public float runMaxAnimationSpeed = 1.0f; public float jumpAnimationSpeed = 1.15f; public float landAnimationSpeed = 1.0f; private Animation _animation; enum CharacterState { Idle = 0, Walking = 1, Trotting = 2, Running = 3, Jumping = 4, } private CharacterState _characterState; // The speed when walking public float walkSpeed = 2.0f; // after trotAfterSeconds of walking we trot with trotSpeed public float trotSpeed = 4.0f; // when pressing "Fire3" button (cmd) we start running public float runSpeed = 6.0f; public float inAirControlAcceleration = 3.0f; // How high do we jump when pressing jump and letting go immediately public float jumpHeight = 0.5f; // The gravity for the character public float gravity = 20.0f; // The gravity in controlled descent mode public float speedSmoothing = 10.0f; public float rotateSpeed = 500.0f; public float trotAfterSeconds = 3.0f; public bool canJump = true; private float jumpRepeatTime = 0.05f; private float jumpTimeout = 0.15f; private float groundedTimeout = 0.25f; // The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around. private float lockCameraTimer = 0.0f; // The current move direction in x-z private Vector3 moveDirection = Vector3.zero; // The current vertical speed private float verticalSpeed = 0.0f; // The current x-z move speed private float moveSpeed = 0.0f; // The last collision flags returned from controller.Move private CollisionFlags collisionFlags; // Are we jumping? (Initiated with jump button and not grounded yet) private bool jumping = false; private bool jumpingReachedApex = false; // Are we moving backwards (This locks the camera to not do a 180 degree spin) private bool movingBack = false; // Is the user pressing any keys? private bool isMoving = false; // When did the user start walking (Used for going into trot after a while) private float walkTimeStart = 0.0f; // Last time the jump button was clicked down private float lastJumpButtonTime = -10.0f; // Last time we performed a jump private float lastJumpTime = -1.0f; // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.) // private float lastJumpStartHeight = 0.0f; private Vector3 inAirVelocity = Vector3.zero; private float lastGroundedTime = 0.0f; private bool isControllable = true; void Awake () { moveDirection = transform.TransformDirection(Vector3.forward); _animation = GetComponent<Animation>(); if(!_animation) Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird."); if(!idleAnimation) { _animation = null; Debug.Log("No idle animation found. Turning off animations."); } if(!walkAnimation) { _animation = null; Debug.Log("No walk animation found. Turning off animations."); } if(!runAnimation) { _animation = null; Debug.Log("No run animation found. Turning off animations."); } if(!jumpPoseAnimation && canJump) { _animation = null; Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations."); } } void UpdateSmoothedMovementDirection () { Transform cameraTransform = Camera.main.transform; bool grounded = IsGrounded(); // Forward vector relative to the camera along the x-z plane Vector3 forward = cameraTransform.TransformDirection(Vector3.forward); forward.y = 0; forward = forward.normalized; // Right vector relative to the camera // Always orthogonal to the forward vector Vector3 right = new Vector3(forward.z, 0, -forward.x); float v = Input.GetAxisRaw("Vertical"); float h = Input.GetAxisRaw("Horizontal"); // Are we moving backwards or looking backwards if (v < -0.2f) movingBack = true; else movingBack = false; bool wasMoving = isMoving; isMoving = Mathf.Abs (h) > 0.1f || Mathf.Abs (v) > 0.1f; // Target direction relative to the camera Vector3 targetDirection = h * right + v * forward; // Grounded controls if (grounded) { // Lock camera for short period when transitioning moving & standing still lockCameraTimer += Time.deltaTime; if (isMoving != wasMoving) lockCameraTimer = 0.0f; // We store speed and direction seperately, // so that when the character stands still we still have a valid forward direction // moveDirection is always normalized, and we only update it if there is user input. if (targetDirection != Vector3.zero) { // If we are really slow, just snap to the target direction if (moveSpeed < walkSpeed * 0.9f && grounded) { moveDirection = targetDirection.normalized; } // Otherwise smoothly turn towards it else { moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000); moveDirection = moveDirection.normalized; } } // Smooth the speed based on the current target direction var curSmooth = speedSmoothing * Time.deltaTime; // Choose target speed //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f); _characterState = CharacterState.Idle; // Pick speed modifier if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift)) { targetSpeed *= runSpeed; _characterState = CharacterState.Running; } else if (Time.time - trotAfterSeconds > walkTimeStart) { targetSpeed *= trotSpeed; _characterState = CharacterState.Trotting; } else { targetSpeed *= walkSpeed; _characterState = CharacterState.Walking; } moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth); // Reset walk time start when we slow down if (moveSpeed < walkSpeed * 0.3f) walkTimeStart = Time.time; } // In air controls else { // Lock camera while in air if (jumping) lockCameraTimer = 0.0f; if (isMoving) inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration; } } void ApplyJumping () { // Prevent jumping too fast after each other if (lastJumpTime + jumpRepeatTime > Time.time) return; if (IsGrounded()) { // Jump // - Only when pressing the button down // - With a timeout so you can press the button slightly before landing if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) { verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight); SendMessage("DidJump", SendMessageOptions.DontRequireReceiver); } } } void ApplyGravity () { if (isControllable) // don't move player at all if not controllable. { // Apply gravity // bool jumpButton = Input.GetButton("Jump"); // When we reach the apex of the jump we send out a message if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0) { jumpingReachedApex = true; SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver); } if (IsGrounded ()) verticalSpeed = 0.0f; else verticalSpeed -= gravity * Time.deltaTime; } } 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 * gravity); } void DidJump () { jumping = true; jumpingReachedApex = false; lastJumpTime = Time.time; // lastJumpStartHeight = transform.position.y; lastJumpButtonTime = -10; _characterState = CharacterState.Jumping; } void Update() { if (!isControllable) { // kill all inputs if not controllable. Input.ResetInputAxes(); } if (Input.GetButtonDown ("Jump")) { lastJumpButtonTime = Time.time; } UpdateSmoothedMovementDirection(); // Apply gravity // - extra power jump modifies gravity // - controlledDescent mode modifies gravity ApplyGravity (); // Apply jumping logic ApplyJumping (); // Calculate actual motion Vector3 movement = moveDirection * moveSpeed + new Vector3 (0, verticalSpeed, 0) + inAirVelocity; movement *= Time.deltaTime; // Move the controller CharacterController controller = GetComponent<CharacterController>(); collisionFlags = controller.Move(movement); // ANIMATION sector if(_animation) { if(_characterState == CharacterState.Jumping) { if(!jumpingReachedApex) { _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed; _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever; _animation.CrossFade(jumpPoseAnimation.name); } else { _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed; _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever; _animation.CrossFade(jumpPoseAnimation.name); } } else { if(controller.velocity.sqrMagnitude < 0.1f) { _animation.CrossFade(idleAnimation.name); } else { if(_characterState == CharacterState.Running) { _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, runMaxAnimationSpeed); _animation.CrossFade(runAnimation.name); } else if(_characterState == CharacterState.Trotting) { _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, trotMaxAnimationSpeed); _animation.CrossFade(walkAnimation.name); } else if(_characterState == CharacterState.Walking) { _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, walkMaxAnimationSpeed); _animation.CrossFade(walkAnimation.name); } } } } // ANIMATION sector // Set rotation to the move direction if (IsGrounded()) { transform.rotation = Quaternion.LookRotation(moveDirection); } else { var xzMove = movement; xzMove.y = 0; if (xzMove.sqrMagnitude > 0.001f) { transform.rotation = Quaternion.LookRotation(xzMove); } } // We are in jump mode but just became grounded if (IsGrounded()) { lastGroundedTime = Time.time; inAirVelocity = Vector3.zero; if (jumping) { jumping = false; SendMessage("DidLand", SendMessageOptions.DontRequireReceiver); } } } void OnControllerColliderHit (ControllerColliderHit hit ) { // Debug.DrawRay(hit.point, hit.normal); if (hit.moveDirection.y > 0.01) return; } public float GetSpeed () { return moveSpeed; } public bool IsJumping () { return jumping; } public bool IsGrounded () { return (collisionFlags & CollisionFlags.CollidedBelow) != 0; } public Vector3 GetDirection () { return moveDirection; } public bool IsMovingBackwards () { return movingBack; } public float GetLockCameraTimer () { return lockCameraTimer; } public bool IsMoving () { return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5; } public bool HasJumpReachedApex () { return jumpingReachedApex; } public bool IsGroundedWithTimeout () { return lastGroundedTime + groundedTimeout > Time.time; } public void Reset () { gameObject.tag = "Player"; } }
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