Updated game files with all previously deleted asset packages, Added Inventory Asset Package developed by Tony, Added some basic 3D Models and material for some items

This commit is contained in:
OceanSlim 2022-10-19 09:51:46 -04:00
parent 0f068a5de8
commit ba2e53b3e6
3080 changed files with 437883 additions and 554 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace KinematicCharacterController
{
[CustomEditor(typeof(KinematicCharacterMotor))]
public class KinematicCharacterMotorEditor : Editor
{
protected virtual void OnSceneGUI()
{
KinematicCharacterMotor motor = (target as KinematicCharacterMotor);
if (motor)
{
Vector3 characterBottom = motor.transform.position + (motor.Capsule.center + (-Vector3.up * (motor.Capsule.height * 0.5f)));
Handles.color = Color.yellow;
Handles.CircleHandleCap(
0,
characterBottom + (motor.transform.up * motor.MaxStepHeight),
Quaternion.LookRotation(motor.transform.up, motor.transform.forward),
motor.Capsule.radius + 0.1f,
EventType.Repaint);
}
}
}
}

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using UnityEngine;
using UnityEditor;
namespace KinematicCharacterController
{
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyPropertyDrawer : PropertyDrawer
{
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace KinematicCharacterController
{
public interface ICharacterController
{
/// <summary>
/// This is called when the motor wants to know what its rotation should be right now
/// </summary>
void UpdateRotation(ref Quaternion currentRotation, float deltaTime);
/// <summary>
/// This is called when the motor wants to know what its velocity should be right now
/// </summary>
void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime);
/// <summary>
/// This is called before the motor does anything
/// </summary>
void BeforeCharacterUpdate(float deltaTime);
/// <summary>
/// This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling
/// </summary>
void PostGroundingUpdate(float deltaTime);
/// <summary>
/// This is called after the motor has finished everything in its update
/// </summary>
void AfterCharacterUpdate(float deltaTime);
/// <summary>
/// This is called after when the motor wants to know if the collider can be collided with (or if we just go through it)
/// </summary>
bool IsColliderValidForCollisions(Collider coll);
/// <summary>
/// This is called when the motor's ground probing detects a ground hit
/// </summary>
void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport);
/// <summary>
/// This is called when the motor's movement logic detects a hit
/// </summary>
void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport);
/// <summary>
/// This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking
/// </summary>
void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport);
/// <summary>
/// This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving)
/// </summary>
void OnDiscreteCollisionDetected(Collider hitCollider);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace KinematicCharacterController
{
public interface IMoverController
{
/// <summary>
/// This is called to let you tell the PhysicsMover where it should be right now
/// </summary>
void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace KinematicCharacterController
{
[CreateAssetMenu]
public class KCCSettings : ScriptableObject
{
/// <summary>
/// Determines if the system simulates automatically.
/// If true, the simulation is done on FixedUpdate
/// </summary>
[Tooltip("Determines if the system simulates automatically. If true, the simulation is done on FixedUpdate")]
public bool AutoSimulation = true;
/// <summary>
/// Should interpolation of characters and PhysicsMovers be handled
/// </summary>
[Tooltip("Should interpolation of characters and PhysicsMovers be handled")]
public bool Interpolate = true;
/// <summary>
/// Initial capacity of the system's list of Motors (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)
/// </summary>
[Tooltip("Initial capacity of the system's list of Motors (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)")]
public int MotorsListInitialCapacity = 100;
/// <summary>
/// Initial capacity of the system's list of Movers (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)
/// </summary>
[Tooltip("Initial capacity of the system's list of Movers (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)")]
public int MoversListInitialCapacity = 100;
}
}

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using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace KinematicCharacterController
{
/// <summary>
/// The system that manages the simulation of KinematicCharacterMotor and PhysicsMover
/// </summary>
[DefaultExecutionOrder(-100)]
public class KinematicCharacterSystem : MonoBehaviour
{
private static KinematicCharacterSystem _instance;
public static List<KinematicCharacterMotor> CharacterMotors = new List<KinematicCharacterMotor>();
public static List<PhysicsMover> PhysicsMovers = new List<PhysicsMover>();
private static float _lastCustomInterpolationStartTime = -1f;
private static float _lastCustomInterpolationDeltaTime = -1f;
public static KCCSettings Settings;
/// <summary>
/// Creates a KinematicCharacterSystem instance if there isn't already one
/// </summary>
public static void EnsureCreation()
{
if (_instance == null)
{
GameObject systemGameObject = new GameObject("KinematicCharacterSystem");
_instance = systemGameObject.AddComponent<KinematicCharacterSystem>();
systemGameObject.hideFlags = HideFlags.NotEditable;
_instance.hideFlags = HideFlags.NotEditable;
Settings = ScriptableObject.CreateInstance<KCCSettings>();
GameObject.DontDestroyOnLoad(systemGameObject);
}
}
/// <summary>
/// Gets the KinematicCharacterSystem instance if any
/// </summary>
/// <returns></returns>
public static KinematicCharacterSystem GetInstance()
{
return _instance;
}
/// <summary>
/// Sets the maximum capacity of the character motors list, to prevent allocations when adding characters
/// </summary>
/// <param name="capacity"></param>
public static void SetCharacterMotorsCapacity(int capacity)
{
if (capacity < CharacterMotors.Count)
{
capacity = CharacterMotors.Count;
}
CharacterMotors.Capacity = capacity;
}
/// <summary>
/// Registers a KinematicCharacterMotor into the system
/// </summary>
public static void RegisterCharacterMotor(KinematicCharacterMotor motor)
{
CharacterMotors.Add(motor);
}
/// <summary>
/// Unregisters a KinematicCharacterMotor from the system
/// </summary>
public static void UnregisterCharacterMotor(KinematicCharacterMotor motor)
{
CharacterMotors.Remove(motor);
}
/// <summary>
/// Sets the maximum capacity of the physics movers list, to prevent allocations when adding movers
/// </summary>
/// <param name="capacity"></param>
public static void SetPhysicsMoversCapacity(int capacity)
{
if (capacity < PhysicsMovers.Count)
{
capacity = PhysicsMovers.Count;
}
PhysicsMovers.Capacity = capacity;
}
/// <summary>
/// Registers a PhysicsMover into the system
/// </summary>
public static void RegisterPhysicsMover(PhysicsMover mover)
{
PhysicsMovers.Add(mover);
mover.Rigidbody.interpolation = RigidbodyInterpolation.None;
}
/// <summary>
/// Unregisters a PhysicsMover from the system
/// </summary>
public static void UnregisterPhysicsMover(PhysicsMover mover)
{
PhysicsMovers.Remove(mover);
}
// This is to prevent duplicating the singleton gameobject on script recompiles
private void OnDisable()
{
Destroy(this.gameObject);
}
private void Awake()
{
_instance = this;
}
private void FixedUpdate()
{
if (Settings.AutoSimulation)
{
float deltaTime = Time.deltaTime;
if (Settings.Interpolate)
{
PreSimulationInterpolationUpdate(deltaTime);
}
Simulate(deltaTime, CharacterMotors, PhysicsMovers);
if (Settings.Interpolate)
{
PostSimulationInterpolationUpdate(deltaTime);
}
}
}
private void LateUpdate()
{
if (Settings.Interpolate)
{
CustomInterpolationUpdate();
}
}
/// <summary>
/// Remembers the point to interpolate from for KinematicCharacterMotors and PhysicsMovers
/// </summary>
public static void PreSimulationInterpolationUpdate(float deltaTime)
{
// Save pre-simulation poses and place transform at transient pose
for (int i = 0; i < CharacterMotors.Count; i++)
{
KinematicCharacterMotor motor = CharacterMotors[i];
motor.InitialTickPosition = motor.TransientPosition;
motor.InitialTickRotation = motor.TransientRotation;
motor.Transform.SetPositionAndRotation(motor.TransientPosition, motor.TransientRotation);
}
for (int i = 0; i < PhysicsMovers.Count; i++)
{
PhysicsMover mover = PhysicsMovers[i];
mover.InitialTickPosition = mover.TransientPosition;
mover.InitialTickRotation = mover.TransientRotation;
mover.Transform.SetPositionAndRotation(mover.TransientPosition, mover.TransientRotation);
mover.Rigidbody.position = mover.TransientPosition;
mover.Rigidbody.rotation = mover.TransientRotation;
}
}
/// <summary>
/// Ticks characters and/or movers
/// </summary>
public static void Simulate(float deltaTime, List<KinematicCharacterMotor> motors, List<PhysicsMover> movers)
{
int characterMotorsCount = motors.Count;
int physicsMoversCount = movers.Count;
#pragma warning disable 0162
// Update PhysicsMover velocities
for (int i = 0; i < physicsMoversCount; i++)
{
movers[i].VelocityUpdate(deltaTime);
}
// Character controller update phase 1
for (int i = 0; i < characterMotorsCount; i++)
{
motors[i].UpdatePhase1(deltaTime);
}
// Simulate PhysicsMover displacement
for (int i = 0; i < physicsMoversCount; i++)
{
PhysicsMover mover = movers[i];
mover.Transform.SetPositionAndRotation(mover.TransientPosition, mover.TransientRotation);
mover.Rigidbody.position = mover.TransientPosition;
mover.Rigidbody.rotation = mover.TransientRotation;
}
// Character controller update phase 2 and move
for (int i = 0; i < characterMotorsCount; i++)
{
KinematicCharacterMotor motor = motors[i];
motor.UpdatePhase2(deltaTime);
motor.Transform.SetPositionAndRotation(motor.TransientPosition, motor.TransientRotation);
}
#pragma warning restore 0162
}
/// <summary>
/// Initiates the interpolation for KinematicCharacterMotors and PhysicsMovers
/// </summary>
public static void PostSimulationInterpolationUpdate(float deltaTime)
{
_lastCustomInterpolationStartTime = Time.time;
_lastCustomInterpolationDeltaTime = deltaTime;
// Return interpolated roots to their initial poses
for (int i = 0; i < CharacterMotors.Count; i++)
{
KinematicCharacterMotor motor = CharacterMotors[i];
motor.Transform.SetPositionAndRotation(motor.InitialTickPosition, motor.InitialTickRotation);
}
for (int i = 0; i < PhysicsMovers.Count; i++)
{
PhysicsMover mover = PhysicsMovers[i];
if (mover.MoveWithPhysics)
{
mover.Rigidbody.position = mover.InitialTickPosition;
mover.Rigidbody.rotation = mover.InitialTickRotation;
mover.Rigidbody.MovePosition(mover.TransientPosition);
mover.Rigidbody.MoveRotation(mover.TransientRotation);
}
else
{
mover.Rigidbody.position = (mover.TransientPosition);
mover.Rigidbody.rotation = (mover.TransientRotation);
}
}
}
/// <summary>
/// Handles per-frame interpolation
/// </summary>
private static void CustomInterpolationUpdate()
{
float interpolationFactor = Mathf.Clamp01((Time.time - _lastCustomInterpolationStartTime) / _lastCustomInterpolationDeltaTime);
// Handle characters interpolation
for (int i = 0; i < CharacterMotors.Count; i++)
{
KinematicCharacterMotor motor = CharacterMotors[i];
motor.Transform.SetPositionAndRotation(
Vector3.Lerp(motor.InitialTickPosition, motor.TransientPosition, interpolationFactor),
Quaternion.Slerp(motor.InitialTickRotation, motor.TransientRotation, interpolationFactor));
}
// Handle PhysicsMovers interpolation
for (int i = 0; i < PhysicsMovers.Count; i++)
{
PhysicsMover mover = PhysicsMovers[i];
mover.Transform.SetPositionAndRotation(
Vector3.Lerp(mover.InitialTickPosition, mover.TransientPosition, interpolationFactor),
Quaternion.Slerp(mover.InitialTickRotation, mover.TransientRotation, interpolationFactor));
Vector3 newPos = mover.Transform.position;
Quaternion newRot = mover.Transform.rotation;
mover.PositionDeltaFromInterpolation = newPos - mover.LatestInterpolationPosition;
mover.RotationDeltaFromInterpolation = Quaternion.Inverse(mover.LatestInterpolationRotation) * newRot;
mover.LatestInterpolationPosition = newPos;
mover.LatestInterpolationRotation = newRot;
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace KinematicCharacterController
{
/// <summary>
/// Represents the entire state of a PhysicsMover that is pertinent for simulation.
/// Use this to save state or revert to past state
/// </summary>
[System.Serializable]
public struct PhysicsMoverState
{
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Velocity;
public Vector3 AngularVelocity;
}
/// <summary>
/// Component that manages the movement of moving kinematic rigidbodies for
/// proper interaction with characters
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class PhysicsMover : MonoBehaviour
{
/// <summary>
/// The mover's Rigidbody
/// </summary>
[ReadOnly]
public Rigidbody Rigidbody;
/// <summary>
/// Determines if the platform moves with rigidbody.MovePosition (when true), or with rigidbody.position (when false)
/// </summary>
public bool MoveWithPhysics = true;
/// <summary>
/// Index of this motor in KinematicCharacterSystem arrays
/// </summary>
[NonSerialized]
public IMoverController MoverController;
/// <summary>
/// Remembers latest position in interpolation
/// </summary>
[NonSerialized]
public Vector3 LatestInterpolationPosition;
/// <summary>
/// Remembers latest rotation in interpolation
/// </summary>
[NonSerialized]
public Quaternion LatestInterpolationRotation;
/// <summary>
/// The latest movement made by interpolation
/// </summary>
[NonSerialized]
public Vector3 PositionDeltaFromInterpolation;
/// <summary>
/// The latest rotation made by interpolation
/// </summary>
[NonSerialized]
public Quaternion RotationDeltaFromInterpolation;
/// <summary>
/// Index of this motor in KinematicCharacterSystem arrays
/// </summary>
public int IndexInCharacterSystem { get; set; }
/// <summary>
/// Remembers initial position before all simulation are done
/// </summary>
public Vector3 Velocity { get; protected set; }
/// <summary>
/// Remembers initial position before all simulation are done
/// </summary>
public Vector3 AngularVelocity { get; protected set; }
/// <summary>
/// Remembers initial position before all simulation are done
/// </summary>
public Vector3 InitialTickPosition { get; set; }
/// <summary>
/// Remembers initial rotation before all simulation are done
/// </summary>
public Quaternion InitialTickRotation { get; set; }
/// <summary>
/// The mover's Transform
/// </summary>
public Transform Transform { get; private set; }
/// <summary>
/// The character's position before the movement calculations began
/// </summary>
public Vector3 InitialSimulationPosition { get; private set; }
/// <summary>
/// The character's rotation before the movement calculations began
/// </summary>
public Quaternion InitialSimulationRotation { get; private set; }
private Vector3 _internalTransientPosition;
/// <summary>
/// The mover's rotation (always up-to-date during the character update phase)
/// </summary>
public Vector3 TransientPosition
{
get
{
return _internalTransientPosition;
}
private set
{
_internalTransientPosition = value;
}
}
private Quaternion _internalTransientRotation;
/// <summary>
/// The mover's rotation (always up-to-date during the character update phase)
/// </summary>
public Quaternion TransientRotation
{
get
{
return _internalTransientRotation;
}
private set
{
_internalTransientRotation = value;
}
}
private void Reset()
{
ValidateData();
}
private void OnValidate()
{
ValidateData();
}
/// <summary>
/// Handle validating all required values
/// </summary>
public void ValidateData()
{
Rigidbody = gameObject.GetComponent<Rigidbody>();
Rigidbody.centerOfMass = Vector3.zero;
Rigidbody.maxAngularVelocity = Mathf.Infinity;
Rigidbody.maxDepenetrationVelocity = Mathf.Infinity;
Rigidbody.isKinematic = true;
Rigidbody.interpolation = RigidbodyInterpolation.None;
}
private void OnEnable()
{
KinematicCharacterSystem.EnsureCreation();
KinematicCharacterSystem.RegisterPhysicsMover(this);
}
private void OnDisable()
{
KinematicCharacterSystem.UnregisterPhysicsMover(this);
}
private void Awake()
{
Transform = this.transform;
ValidateData();
TransientPosition = Rigidbody.position;
TransientRotation = Rigidbody.rotation;
InitialSimulationPosition = Rigidbody.position;
InitialSimulationRotation = Rigidbody.rotation;
LatestInterpolationPosition = Transform.position;
LatestInterpolationRotation = Transform.rotation;
}
/// <summary>
/// Sets the mover's position directly
/// </summary>
public void SetPosition(Vector3 position)
{
Transform.position = position;
Rigidbody.position = position;
InitialSimulationPosition = position;
TransientPosition = position;
}
/// <summary>
/// Sets the mover's rotation directly
/// </summary>
public void SetRotation(Quaternion rotation)
{
Transform.rotation = rotation;
Rigidbody.rotation = rotation;
InitialSimulationRotation = rotation;
TransientRotation = rotation;
}
/// <summary>
/// Sets the mover's position and rotation directly
/// </summary>
public void SetPositionAndRotation(Vector3 position, Quaternion rotation)
{
Transform.SetPositionAndRotation(position, rotation);
Rigidbody.position = position;
Rigidbody.rotation = rotation;
InitialSimulationPosition = position;
InitialSimulationRotation = rotation;
TransientPosition = position;
TransientRotation = rotation;
}
/// <summary>
/// Returns all the state information of the mover that is pertinent for simulation
/// </summary>
public PhysicsMoverState GetState()
{
PhysicsMoverState state = new PhysicsMoverState();
state.Position = TransientPosition;
state.Rotation = TransientRotation;
state.Velocity = Velocity;
state.AngularVelocity = AngularVelocity;
return state;
}
/// <summary>
/// Applies a mover state instantly
/// </summary>
public void ApplyState(PhysicsMoverState state)
{
SetPositionAndRotation(state.Position, state.Rotation);
Velocity = state.Velocity;
AngularVelocity = state.AngularVelocity;
}
/// <summary>
/// Caches velocity values based on deltatime and target position/rotations
/// </summary>
public void VelocityUpdate(float deltaTime)
{
InitialSimulationPosition = TransientPosition;
InitialSimulationRotation = TransientRotation;
MoverController.UpdateMovement(out _internalTransientPosition, out _internalTransientRotation, deltaTime);
if (deltaTime > 0f)
{
Velocity = (TransientPosition - InitialSimulationPosition) / deltaTime;
Quaternion rotationFromCurrentToGoal = TransientRotation * (Quaternion.Inverse(InitialSimulationRotation));
AngularVelocity = (Mathf.Deg2Rad * rotationFromCurrentToGoal.eulerAngles) / deltaTime;
}
}
}
}

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using UnityEngine;
namespace KinematicCharacterController
{
public class ReadOnlyAttribute : PropertyAttribute
{
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace KinematicCharacterController.Examples
{
public class ExampleCharacterCamera : MonoBehaviour
{
[Header("Framing")]
public Camera Camera;
public Vector2 FollowPointFraming = new Vector2(0f, 0f);
public float FollowingSharpness = 10000f;
[Header("Distance")]
public float DefaultDistance = 6f;
public float MinDistance = 0f;
public float MaxDistance = 10f;
public float DistanceMovementSpeed = 5f;
public float DistanceMovementSharpness = 10f;
[Header("Rotation")]
public bool InvertX = false;
public bool InvertY = false;
[Range(-90f, 90f)]
public float DefaultVerticalAngle = 20f;
[Range(-90f, 90f)]
public float MinVerticalAngle = -90f;
[Range(-90f, 90f)]
public float MaxVerticalAngle = 90f;
public float RotationSpeed = 1f;
public float RotationSharpness = 10000f;
public bool RotateWithPhysicsMover = false;
[Header("Obstruction")]
public float ObstructionCheckRadius = 0.2f;
public LayerMask ObstructionLayers = -1;
public float ObstructionSharpness = 10000f;
public List<Collider> IgnoredColliders = new List<Collider>();
public Transform Transform { get; private set; }
public Transform FollowTransform { get; private set; }
public Vector3 PlanarDirection { get; set; }
public float TargetDistance { get; set; }
private bool _distanceIsObstructed;
private float _currentDistance;
private float _targetVerticalAngle;
private RaycastHit _obstructionHit;
private int _obstructionCount;
private RaycastHit[] _obstructions = new RaycastHit[MaxObstructions];
private float _obstructionTime;
private Vector3 _currentFollowPosition;
private const int MaxObstructions = 32;
void OnValidate()
{
DefaultDistance = Mathf.Clamp(DefaultDistance, MinDistance, MaxDistance);
DefaultVerticalAngle = Mathf.Clamp(DefaultVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
}
void Awake()
{
Transform = this.transform;
_currentDistance = DefaultDistance;
TargetDistance = _currentDistance;
_targetVerticalAngle = 0f;
PlanarDirection = Vector3.forward;
}
// Set the transform that the camera will orbit around
public void SetFollowTransform(Transform t)
{
FollowTransform = t;
PlanarDirection = FollowTransform.forward;
_currentFollowPosition = FollowTransform.position;
}
public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
{
if (FollowTransform)
{
if (InvertX)
{
rotationInput.x *= -1f;
}
if (InvertY)
{
rotationInput.y *= -1f;
}
// Process rotation input
Quaternion rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
PlanarDirection = rotationFromInput * PlanarDirection;
PlanarDirection = Vector3.Cross(FollowTransform.up, Vector3.Cross(PlanarDirection, FollowTransform.up));
Quaternion planarRot = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
_targetVerticalAngle -= (rotationInput.y * RotationSpeed);
_targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
Quaternion verticalRot = Quaternion.Euler(_targetVerticalAngle, 0, 0);
Quaternion targetRotation = Quaternion.Slerp(Transform.rotation, planarRot * verticalRot, 1f - Mathf.Exp(-RotationSharpness * deltaTime));
// Apply rotation
Transform.rotation = targetRotation;
// Process distance input
if (_distanceIsObstructed && Mathf.Abs(zoomInput) > 0f)
{
TargetDistance = _currentDistance;
}
TargetDistance += zoomInput * DistanceMovementSpeed;
TargetDistance = Mathf.Clamp(TargetDistance, MinDistance, MaxDistance);
// Find the smoothed follow position
_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-FollowingSharpness * deltaTime));
// Handle obstructions
{
RaycastHit closestHit = new RaycastHit();
closestHit.distance = Mathf.Infinity;
_obstructionCount = Physics.SphereCastNonAlloc(_currentFollowPosition, ObstructionCheckRadius, -Transform.forward, _obstructions, TargetDistance, ObstructionLayers, QueryTriggerInteraction.Ignore);
for (int i = 0; i < _obstructionCount; i++)
{
bool isIgnored = false;
for (int j = 0; j < IgnoredColliders.Count; j++)
{
if (IgnoredColliders[j] == _obstructions[i].collider)
{
isIgnored = true;
break;
}
}
for (int j = 0; j < IgnoredColliders.Count; j++)
{
if (IgnoredColliders[j] == _obstructions[i].collider)
{
isIgnored = true;
break;
}
}
if (!isIgnored && _obstructions[i].distance < closestHit.distance && _obstructions[i].distance > 0)
{
closestHit = _obstructions[i];
}
}
// If obstructions detecter
if (closestHit.distance < Mathf.Infinity)
{
_distanceIsObstructed = true;
_currentDistance = Mathf.Lerp(_currentDistance, closestHit.distance, 1 - Mathf.Exp(-ObstructionSharpness * deltaTime));
}
// If no obstruction
else
{
_distanceIsObstructed = false;
_currentDistance = Mathf.Lerp(_currentDistance, TargetDistance, 1 - Mathf.Exp(-DistanceMovementSharpness * deltaTime));
}
}
// Find the smoothed camera orbit position
Vector3 targetPosition = _currentFollowPosition - ((targetRotation * Vector3.forward) * _currentDistance);
// Handle framing
targetPosition += Transform.right * FollowPointFraming.x;
targetPosition += Transform.up * FollowPointFraming.y;
// Apply position
Transform.position = targetPosition;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using KinematicCharacterController;
using System;
namespace KinematicCharacterController.Examples
{
public enum CharacterState
{
Default,
}
public enum OrientationMethod
{
TowardsCamera,
TowardsMovement,
}
public struct PlayerCharacterInputs
{
public float MoveAxisForward;
public float MoveAxisRight;
public Quaternion CameraRotation;
public bool JumpDown;
public bool CrouchDown;
public bool CrouchUp;
}
public struct AICharacterInputs
{
public Vector3 MoveVector;
public Vector3 LookVector;
}
public enum BonusOrientationMethod
{
None,
TowardsGravity,
TowardsGroundSlopeAndGravity,
}
public class ExampleCharacterController : MonoBehaviour, ICharacterController
{
public KinematicCharacterMotor Motor;
[Header("Stable Movement")]
public float MaxStableMoveSpeed = 10f;
public float StableMovementSharpness = 15f;
public float OrientationSharpness = 10f;
public OrientationMethod OrientationMethod = OrientationMethod.TowardsCamera;
[Header("Air Movement")]
public float MaxAirMoveSpeed = 15f;
public float AirAccelerationSpeed = 15f;
public float Drag = 0.1f;
[Header("Jumping")]
public bool AllowJumpingWhenSliding = false;
public float JumpUpSpeed = 10f;
public float JumpScalableForwardSpeed = 10f;
public float JumpPreGroundingGraceTime = 0f;
public float JumpPostGroundingGraceTime = 0f;
[Header("Misc")]
public List<Collider> IgnoredColliders = new List<Collider>();
public BonusOrientationMethod BonusOrientationMethod = BonusOrientationMethod.None;
public float BonusOrientationSharpness = 10f;
public Vector3 Gravity = new Vector3(0, -30f, 0);
public Transform MeshRoot;
public Transform CameraFollowPoint;
public float CrouchedCapsuleHeight = 1f;
public CharacterState CurrentCharacterState { get; private set; }
private Collider[] _probedColliders = new Collider[8];
private RaycastHit[] _probedHits = new RaycastHit[8];
private Vector3 _moveInputVector;
private Vector3 _lookInputVector;
private bool _jumpRequested = false;
private bool _jumpConsumed = false;
private bool _jumpedThisFrame = false;
private float _timeSinceJumpRequested = Mathf.Infinity;
private float _timeSinceLastAbleToJump = 0f;
private Vector3 _internalVelocityAdd = Vector3.zero;
private bool _shouldBeCrouching = false;
private bool _isCrouching = false;
private Vector3 lastInnerNormal = Vector3.zero;
private Vector3 lastOuterNormal = Vector3.zero;
private void Awake()
{
// Handle initial state
TransitionToState(CharacterState.Default);
// Assign the characterController to the motor
Motor.CharacterController = this;
}
/// <summary>
/// Handles movement state transitions and enter/exit callbacks
/// </summary>
public void TransitionToState(CharacterState newState)
{
CharacterState tmpInitialState = CurrentCharacterState;
OnStateExit(tmpInitialState, newState);
CurrentCharacterState = newState;
OnStateEnter(newState, tmpInitialState);
}
/// <summary>
/// Event when entering a state
/// </summary>
public void OnStateEnter(CharacterState state, CharacterState fromState)
{
switch (state)
{
case CharacterState.Default:
{
break;
}
}
}
/// <summary>
/// Event when exiting a state
/// </summary>
public void OnStateExit(CharacterState state, CharacterState toState)
{
switch (state)
{
case CharacterState.Default:
{
break;
}
}
}
/// <summary>
/// This is called every frame by ExamplePlayer in order to tell the character what its inputs are
/// </summary>
public void SetInputs(ref PlayerCharacterInputs inputs)
{
// Clamp input
Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f);
// Calculate camera direction and rotation on the character plane
Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized;
if (cameraPlanarDirection.sqrMagnitude == 0f)
{
cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized;
}
Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp);
switch (CurrentCharacterState)
{
case CharacterState.Default:
{
// Move and look inputs
_moveInputVector = cameraPlanarRotation * moveInputVector;
switch (OrientationMethod)
{
case OrientationMethod.TowardsCamera:
_lookInputVector = cameraPlanarDirection;
break;
case OrientationMethod.TowardsMovement:
_lookInputVector = _moveInputVector.normalized;
break;
}
// Jumping input
if (inputs.JumpDown)
{
_timeSinceJumpRequested = 0f;
_jumpRequested = true;
}
// Crouching input
if (inputs.CrouchDown)
{
_shouldBeCrouching = true;
if (!_isCrouching)
{
_isCrouching = true;
Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f);
MeshRoot.localScale = new Vector3(1f, 0.5f, 1f);
}
}
else if (inputs.CrouchUp)
{
_shouldBeCrouching = false;
}
break;
}
}
}
/// <summary>
/// This is called every frame by the AI script in order to tell the character what its inputs are
/// </summary>
public void SetInputs(ref AICharacterInputs inputs)
{
_moveInputVector = inputs.MoveVector;
_lookInputVector = inputs.LookVector;
}
private Quaternion _tmpTransientRot;
/// <summary>
/// (Called by KinematicCharacterMotor during its update cycle)
/// This is called before the character begins its movement update
/// </summary>
public void BeforeCharacterUpdate(float deltaTime)
{
}
/// <summary>
/// (Called by KinematicCharacterMotor during its update cycle)
/// This is where you tell your character what its rotation should be right now.
/// This is the ONLY place where you should set the character's rotation
/// </summary>
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
{
switch (CurrentCharacterState)
{
case CharacterState.Default:
{
if (_lookInputVector.sqrMagnitude > 0f && OrientationSharpness > 0f)
{
// Smoothly interpolate from current to target look direction
Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized;
// Set the current rotation (which will be used by the KinematicCharacterMotor)
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp);
}
Vector3 currentUp = (currentRotation * Vector3.up);
if (BonusOrientationMethod == BonusOrientationMethod.TowardsGravity)
{
// Rotate from current up to invert gravity
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
}
else if (BonusOrientationMethod == BonusOrientationMethod.TowardsGroundSlopeAndGravity)
{
if (Motor.GroundingStatus.IsStableOnGround)
{
Vector3 initialCharacterBottomHemiCenter = Motor.TransientPosition + (currentUp * Motor.Capsule.radius);
Vector3 smoothedGroundNormal = Vector3.Slerp(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGroundNormal) * currentRotation;
// Move the position to create a rotation around the bottom hemi center instead of around the pivot
Motor.SetTransientPosition(initialCharacterBottomHemiCenter + (currentRotation * Vector3.down * Motor.Capsule.radius));
}
else
{
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
}
}
else
{
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, Vector3.up, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
}
break;
}
}
}
/// <summary>
/// (Called by KinematicCharacterMotor during its update cycle)
/// This is where you tell your character what its velocity should be right now.
/// This is the ONLY place where you can set the character's velocity
/// </summary>
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
{
switch (CurrentCharacterState)
{
case CharacterState.Default:
{
// Ground movement
if (Motor.GroundingStatus.IsStableOnGround)
{
float currentVelocityMagnitude = currentVelocity.magnitude;
Vector3 effectiveGroundNormal = Motor.GroundingStatus.GroundNormal;
// Reorient velocity on slope
currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) * currentVelocityMagnitude;
// Calculate target velocity
Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp);
Vector3 reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized * _moveInputVector.magnitude;
Vector3 targetMovementVelocity = reorientedInput * MaxStableMoveSpeed;
// Smooth movement Velocity
currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1f - Mathf.Exp(-StableMovementSharpness * deltaTime));
}
// Air movement
else
{
// Add move input
if (_moveInputVector.sqrMagnitude > 0f)
{
Vector3 addedVelocity = _moveInputVector * AirAccelerationSpeed * deltaTime;
Vector3 currentVelocityOnInputsPlane = Vector3.ProjectOnPlane(currentVelocity, Motor.CharacterUp);
// Limit air velocity from inputs
if (currentVelocityOnInputsPlane.magnitude < MaxAirMoveSpeed)
{
// clamp addedVel to make total vel not exceed max vel on inputs plane
Vector3 newTotal = Vector3.ClampMagnitude(currentVelocityOnInputsPlane + addedVelocity, MaxAirMoveSpeed);
addedVelocity = newTotal - currentVelocityOnInputsPlane;
}
else
{
// Make sure added vel doesn't go in the direction of the already-exceeding velocity
if (Vector3.Dot(currentVelocityOnInputsPlane, addedVelocity) > 0f)
{
addedVelocity = Vector3.ProjectOnPlane(addedVelocity, currentVelocityOnInputsPlane.normalized);
}
}
// Prevent air-climbing sloped walls
if (Motor.GroundingStatus.FoundAnyGround)
{
if (Vector3.Dot(currentVelocity + addedVelocity, addedVelocity) > 0f)
{
Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized;
addedVelocity = Vector3.ProjectOnPlane(addedVelocity, perpenticularObstructionNormal);
}
}
// Apply added velocity
currentVelocity += addedVelocity;
}
// Gravity
currentVelocity += Gravity * deltaTime;
// Drag
currentVelocity *= (1f / (1f + (Drag * deltaTime)));
}
// Handle jumping
_jumpedThisFrame = false;
_timeSinceJumpRequested += deltaTime;
if (_jumpRequested)
{
// See if we actually are allowed to jump
if (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))
{
// Calculate jump direction before ungrounding
Vector3 jumpDirection = Motor.CharacterUp;
if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround)
{
jumpDirection = Motor.GroundingStatus.GroundNormal;
}
// Makes the character skip ground probing/snapping on its next update.
// If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see.
Motor.ForceUnground();
// Add to the return velocity and reset jump state
currentVelocity += (jumpDirection * JumpUpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp);
currentVelocity += (_moveInputVector * JumpScalableForwardSpeed);
_jumpRequested = false;
_jumpConsumed = true;
_jumpedThisFrame = true;
}
}
// Take into account additive velocity
if (_internalVelocityAdd.sqrMagnitude > 0f)
{
currentVelocity += _internalVelocityAdd;
_internalVelocityAdd = Vector3.zero;
}
break;
}
}
}
/// <summary>
/// (Called by KinematicCharacterMotor during its update cycle)
/// This is called after the character has finished its movement update
/// </summary>
public void AfterCharacterUpdate(float deltaTime)
{
switch (CurrentCharacterState)
{
case CharacterState.Default:
{
// Handle jump-related values
{
// Handle jumping pre-ground grace period
if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime)
{
_jumpRequested = false;
}
if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround)
{
// If we're on a ground surface, reset jumping values
if (!_jumpedThisFrame)
{
_jumpConsumed = false;
}
_timeSinceLastAbleToJump = 0f;
}
else
{
// Keep track of time since we were last able to jump (for grace period)
_timeSinceLastAbleToJump += deltaTime;
}
}
// Handle uncrouching
if (_isCrouching && !_shouldBeCrouching)
{
// Do an overlap test with the character's standing height to see if there are any obstructions
Motor.SetCapsuleDimensions(0.5f, 2f, 1f);
if (Motor.CharacterOverlap(
Motor.TransientPosition,
Motor.TransientRotation,
_probedColliders,
Motor.CollidableLayers,
QueryTriggerInteraction.Ignore) > 0)
{
// If obstructions, just stick to crouching dimensions
Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f);
}
else
{
// If no obstructions, uncrouch
MeshRoot.localScale = new Vector3(1f, 1f, 1f);
_isCrouching = false;
}
}
break;
}
}
}
public void PostGroundingUpdate(float deltaTime)
{
// Handle landing and leaving ground
if (Motor.GroundingStatus.IsStableOnGround && !Motor.LastGroundingStatus.IsStableOnGround)
{
OnLanded();
}
else if (!Motor.GroundingStatus.IsStableOnGround && Motor.LastGroundingStatus.IsStableOnGround)
{
OnLeaveStableGround();
}
}
public bool IsColliderValidForCollisions(Collider coll)
{
if (IgnoredColliders.Count == 0)
{
return true;
}
if (IgnoredColliders.Contains(coll))
{
return false;
}
return true;
}
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
{
}
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
{
}
public void AddVelocity(Vector3 velocity)
{
switch (CurrentCharacterState)
{
case CharacterState.Default:
{
_internalVelocityAdd += velocity;
break;
}
}
}
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
{
}
protected void OnLanded()
{
}
protected void OnLeaveStableGround()
{
}
public void OnDiscreteCollisionDetected(Collider hitCollider)
{
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using KinematicCharacterController;
using KinematicCharacterController.Examples;
namespace KinematicCharacterController.Examples
{
public class ExamplePlayer : MonoBehaviour
{
public ExampleCharacterController Character;
public ExampleCharacterCamera CharacterCamera;
private const string MouseXInput = "Mouse X";
private const string MouseYInput = "Mouse Y";
private const string MouseScrollInput = "Mouse ScrollWheel";
private const string HorizontalInput = "Horizontal";
private const string VerticalInput = "Vertical";
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
// Tell camera to follow transform
CharacterCamera.SetFollowTransform(Character.CameraFollowPoint);
// Ignore the character's collider(s) for camera obstruction checks
CharacterCamera.IgnoredColliders.Clear();
CharacterCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren<Collider>());
// Set to FPS
CharacterCamera.TargetDistance = (CharacterCamera.TargetDistance == 0f) ? CharacterCamera.DefaultDistance : 0f;
}
private void Update()
{
if (!SimpleInventorySystem.InventorySystem.instance.IsUsingInventoryMenuUI()) // Input.GetMouseButtonDown(0) &&
{
Cursor.lockState = CursorLockMode.Locked;
}
else if (SimpleInventorySystem.InventorySystem.instance.IsUsingInventoryMenuUI())
{
Cursor.lockState = CursorLockMode.None;
}
HandleCharacterInput();
}
private void LateUpdate()
{
// Handle rotating the camera along with physics movers
if (CharacterCamera.RotateWithPhysicsMover && Character.Motor.AttachedRigidbody != null)
{
CharacterCamera.PlanarDirection = Character.Motor.AttachedRigidbody.GetComponent<PhysicsMover>().RotationDeltaFromInterpolation * CharacterCamera.PlanarDirection;
CharacterCamera.PlanarDirection = Vector3.ProjectOnPlane(CharacterCamera.PlanarDirection, Character.Motor.CharacterUp).normalized;
}
HandleCameraInput();
}
private void HandleCameraInput()
{
// Create the look input vector for the camera
float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput);
float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput);
Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f);
// Prevent moving the camera while the cursor isn't locked
if (Cursor.lockState != CursorLockMode.Locked)
{
lookInputVector = Vector3.zero;
}
// Input for zooming the camera (disabled in WebGL because it can cause problems)
float scrollInput = -Input.GetAxis(MouseScrollInput);
#if UNITY_WEBGL
scrollInput = 0f;
#endif
// Apply inputs to the camera
CharacterCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector);
// Handle toggling zoom level
if (Input.GetMouseButtonDown(1))
{
CharacterCamera.TargetDistance = (CharacterCamera.TargetDistance == 0f) ? CharacterCamera.DefaultDistance : 0f;
}
}
private void HandleCharacterInput()
{
PlayerCharacterInputs characterInputs = new PlayerCharacterInputs();
// Build the CharacterInputs struct
characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput);
characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput);
characterInputs.CameraRotation = CharacterCamera.Transform.rotation;
characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space);
characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C);
characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C);
// Apply inputs to character
Character.SetInputs(ref characterInputs);
}
}
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