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Firstpersoncontroller.cs

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Apr 21st, 2017
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  1. using System;
  2. using UnityEngine;
  3. using UnityStandardAssets.CrossPlatformInput;
  4. using UnityStandardAssets.Utility;
  5. using Random = UnityEngine.Random;
  6.  
  7. namespace UnityStandardAssets.Characters.FirstPerson
  8. {
  9. [RequireComponent(typeof (CharacterController))]
  10. [RequireComponent(typeof (AudioSource))]
  11. public class FirstPersonController : MonoBehaviour
  12. {
  13. [SerializeField] public bool m_IsWalking;
  14. [SerializeField] public float m_WalkSpeed;
  15. [SerializeField] public float m_RunSpeed;
  16. [SerializeField] [Range(0f, 1f)] public float m_RunstepLenghten;
  17. [SerializeField] public float m_JumpSpeed;
  18. [SerializeField] private float m_StickToGroundForce;
  19. [SerializeField] private float m_GravityMultiplier;
  20. [SerializeField] private MouseLook m_MouseLook;
  21. [SerializeField] private bool m_UseFovKick;
  22. [SerializeField] private FOVKick m_FovKick = new FOVKick();
  23. [SerializeField] private bool m_UseHeadBob;
  24. [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
  25. [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
  26. [SerializeField] private float m_StepInterval;
  27. [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
  28. [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
  29. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
  30.  
  31. private Camera m_Camera;
  32. private bool m_Jump;
  33. private float m_YRotation;
  34. private Vector2 m_Input;
  35. private Vector3 m_MoveDir = Vector3.zero;
  36. private CharacterController m_CharacterController;
  37. private CollisionFlags m_CollisionFlags;
  38. private bool m_PreviouslyGrounded;
  39. private Vector3 m_OriginalCameraPosition;
  40. private float m_StepCycle;
  41. private float m_NextStep;
  42. private bool m_Jumping;
  43. private bool m_canJump;
  44. private AudioSource m_AudioSource;
  45.  
  46. // Use this for initialization
  47. private void Start()
  48. {
  49. m_CharacterController = GetComponent<CharacterController>();
  50. m_Camera = Camera.main;
  51. m_OriginalCameraPosition = m_Camera.transform.localPosition;
  52. m_FovKick.Setup(m_Camera);
  53. m_HeadBob.Setup(m_Camera, m_StepInterval);
  54. m_StepCycle = 0f;
  55. m_NextStep = m_StepCycle/2f;
  56. m_Jumping = false;
  57. m_canJump = true;
  58. m_AudioSource = GetComponent<AudioSource>();
  59. m_MouseLook.Init(transform , m_Camera.transform);
  60. }
  61.  
  62.  
  63. // Update is called once per frame
  64. private void Update()
  65. {
  66. RotateView();
  67. // the jump state needs to read here to make sure it is not missed
  68. //if (!m_Jump)
  69. //{
  70. // m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
  71. //}
  72.  
  73. if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
  74. {
  75. StartCoroutine(m_JumpBob.DoBobCycle());
  76. PlayLandingSound();
  77. m_MoveDir.y = 0f;
  78. m_Jumping = false;
  79. }
  80. if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
  81. {
  82. m_MoveDir.y = 0f;
  83. }
  84.  
  85. m_PreviouslyGrounded = m_CharacterController.isGrounded;
  86. }
  87.  
  88.  
  89. private void PlayLandingSound()
  90. {
  91. m_AudioSource.clip = m_LandSound;
  92. m_AudioSource.Play();
  93. m_NextStep = m_StepCycle + .5f;
  94. }
  95.  
  96.  
  97. private void FixedUpdate()
  98. {
  99. float speed;
  100. GetInput(out speed);
  101. // always move along the camera forward as it is the direction that it being aimed at
  102. Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
  103.  
  104. // get a normal for the surface that is being touched to move along it
  105. RaycastHit hitInfo;
  106. Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
  107. m_CharacterController.height/2f);
  108. desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
  109.  
  110. m_MoveDir.x = desiredMove.x*speed;
  111. m_MoveDir.z = desiredMove.z*speed;
  112.  
  113.  
  114. if (m_CharacterController.isGrounded)
  115. {
  116. m_MoveDir.y = -m_StickToGroundForce;
  117.  
  118. if (m_Jump && m_canJump)
  119. {
  120. m_MoveDir.y = m_JumpSpeed;
  121. PlayJumpSound();
  122. m_Jump = false;
  123. m_Jumping = true;
  124. }
  125. }
  126. else
  127. {
  128. m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
  129. }
  130. m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
  131.  
  132. ProgressStepCycle(speed);
  133. UpdateCameraPosition(speed);
  134. }
  135.  
  136.  
  137. private void PlayJumpSound()
  138. {
  139. m_AudioSource.clip = m_JumpSound;
  140. m_AudioSource.Play();
  141. }
  142.  
  143.  
  144. private void ProgressStepCycle(float speed)
  145. {
  146. if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
  147. {
  148. m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
  149. Time.fixedDeltaTime;
  150. }
  151.  
  152. if (!(m_StepCycle > m_NextStep))
  153. {
  154. return;
  155. }
  156.  
  157. m_NextStep = m_StepCycle + m_StepInterval;
  158.  
  159. PlayFootStepAudio();
  160. }
  161.  
  162.  
  163. private void PlayFootStepAudio()
  164. {
  165. if (!m_CharacterController.isGrounded)
  166. {
  167. return;
  168. }
  169. // pick & play a random footstep sound from the array,
  170. // excluding sound at index 0
  171. int n = Random.Range(1, m_FootstepSounds.Length);
  172. m_AudioSource.clip = m_FootstepSounds[n];
  173. m_AudioSource.PlayOneShot(m_AudioSource.clip);
  174. // move picked sound to index 0 so it's not picked next time
  175. m_FootstepSounds[n] = m_FootstepSounds[0];
  176. m_FootstepSounds[0] = m_AudioSource.clip;
  177. }
  178.  
  179.  
  180. private void UpdateCameraPosition(float speed)
  181. {
  182. Vector3 newCameraPosition;
  183. if (!m_UseHeadBob)
  184. {
  185. return;
  186. }
  187. if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
  188. {
  189. m_Camera.transform.localPosition =
  190. m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
  191. (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
  192. newCameraPosition = m_Camera.transform.localPosition;
  193. newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
  194. }
  195. else
  196. {
  197. newCameraPosition = m_Camera.transform.localPosition;
  198. newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
  199. }
  200. m_Camera.transform.localPosition = newCameraPosition;
  201. }
  202.  
  203.  
  204. private void GetInput(out float speed)
  205. {
  206. // Read input
  207. float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
  208. float vertical = CrossPlatformInputManager.GetAxis("Vertical");
  209.  
  210. bool waswalking = m_IsWalking;
  211.  
  212. #if !MOBILE_INPUT
  213. // On standalone builds, walk/run speed is modified by a key press.
  214. // keep track of whether or not the character is walking or running
  215. m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
  216. #endif
  217. // set the desired speed to be walking or running
  218. speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
  219. m_Input = new Vector2(horizontal, vertical);
  220.  
  221. // normalize input if it exceeds 1 in combined length:
  222. if (m_Input.sqrMagnitude > 1)
  223. {
  224. m_Input.Normalize();
  225. }
  226.  
  227. // handle speed change to give an fov kick
  228. // only if the player is going to a run, is running and the fovkick is to be used
  229. if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
  230. {
  231. StopAllCoroutines();
  232. StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
  233. }
  234. }
  235.  
  236.  
  237. private void RotateView()
  238. {
  239. m_MouseLook.LookRotation (transform, m_Camera.transform);
  240. }
  241.  
  242.  
  243. private void OnControllerColliderHit(ControllerColliderHit hit)
  244. {
  245. Rigidbody body = hit.collider.attachedRigidbody;
  246. //dont move the rigidbody if the character is on top of it
  247. if (m_CollisionFlags == CollisionFlags.Below)
  248. {
  249. return;
  250. }
  251.  
  252. if (body == null || body.isKinematic)
  253. {
  254. return;
  255. }
  256. body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
  257. }
  258.  
  259.  
  260. public void setRunSpeed(float speed) {
  261. m_RunSpeed = speed;
  262. }
  263. public void setWalkSpeed(float speed) {
  264. m_WalkSpeed = speed;
  265. }
  266. public void setJumpSpeed(float speed) {
  267. m_JumpSpeed = speed;
  268. }
  269. public void Jump(){
  270. m_Jump = true;
  271. }
  272. public void setJumpEnabled(bool state) {
  273. m_canJump = state;
  274. }
  275.  
  276. public bool getGrounded() {
  277. return m_PreviouslyGrounded;
  278. }
  279.  
  280. }
  281. }
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