340 lines
14 KiB
C#
340 lines
14 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using KinematicCharacterController;
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using System;
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namespace KinematicCharacterController.Walkthrough.MovingPlatform
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{
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public struct PlayerCharacterInputs
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{
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public float MoveAxisForward;
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public float MoveAxisRight;
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public Quaternion CameraRotation;
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public bool JumpDown;
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public bool CrouchDown;
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public bool CrouchUp;
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}
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public class MyCharacterController : MonoBehaviour, ICharacterController
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{
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public KinematicCharacterMotor Motor;
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[Header("Stable Movement")]
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public float MaxStableMoveSpeed = 10f;
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public float StableMovementSharpness = 15;
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public float OrientationSharpness = 10;
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[Header("Air Movement")]
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public float MaxAirMoveSpeed = 10f;
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public float AirAccelerationSpeed = 5f;
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public float Drag = 0.1f;
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[Header("Jumping")]
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public bool AllowJumpingWhenSliding = false;
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public bool AllowDoubleJump = false;
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public bool AllowWallJump = false;
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public float JumpSpeed = 10f;
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public float JumpPreGroundingGraceTime = 0f;
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public float JumpPostGroundingGraceTime = 0f;
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[Header("Misc")]
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public Vector3 Gravity = new Vector3(0, -30f, 0);
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public bool OrientTowardsGravity = true;
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public Transform MeshRoot;
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private Collider[] _probedColliders = new Collider[8];
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private Vector3 _moveInputVector;
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private Vector3 _lookInputVector;
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private bool _jumpRequested = false;
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private bool _jumpConsumed = false;
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private bool _jumpedThisFrame = false;
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private float _timeSinceJumpRequested = Mathf.Infinity;
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private float _timeSinceLastAbleToJump = 0f;
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private bool _doubleJumpConsumed = false;
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private bool _canWallJump = false;
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private Vector3 _wallJumpNormal;
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private Vector3 _internalVelocityAdd = Vector3.zero;
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private bool _shouldBeCrouching = false;
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private bool _isCrouching = false;
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private void Start()
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{
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// Assign to motor
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Motor.CharacterController = this;
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}
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/// <summary>
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/// This is called every frame by MyPlayer in order to tell the character what its inputs are
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/// </summary>
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public void SetInputs(ref PlayerCharacterInputs inputs)
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{
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// Clamp input
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Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f);
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// Calculate camera direction and rotation on the character plane
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Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized;
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if (cameraPlanarDirection.sqrMagnitude == 0f)
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{
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cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized;
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}
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Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp);
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// Move and look inputs
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_moveInputVector = cameraPlanarRotation * moveInputVector;
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_lookInputVector = cameraPlanarDirection;
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// Jumping input
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if (inputs.JumpDown)
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{
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_timeSinceJumpRequested = 0f;
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_jumpRequested = true;
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}
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// Crouching input
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if (inputs.CrouchDown)
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{
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_shouldBeCrouching = true;
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if (!_isCrouching)
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{
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_isCrouching = true;
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Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f);
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MeshRoot.localScale = new Vector3(1f, 0.5f, 1f);
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}
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}
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else if (inputs.CrouchUp)
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{
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_shouldBeCrouching = false;
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}
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}
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/// <summary>
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/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is called before the character begins its movement update
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/// </summary>
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public void BeforeCharacterUpdate(float deltaTime)
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{
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}
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/// <summary>
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/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is where you tell your character what its rotation should be right now.
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/// This is the ONLY place where you should set the character's rotation
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/// </summary>
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public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
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{
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if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f)
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{
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// Smoothly interpolate from current to target look direction
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Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized;
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// Set the current rotation (which will be used by the KinematicCharacterMotor)
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currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp);
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}
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if (OrientTowardsGravity)
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{
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// Rotate from current up to invert gravity
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currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation;
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}
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}
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/// <summary>
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/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is where you tell your character what its velocity should be right now.
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/// This is the ONLY place where you can set the character's velocity
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/// </summary>
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public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
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{
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Vector3 targetMovementVelocity = Vector3.zero;
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if (Motor.GroundingStatus.IsStableOnGround)
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{
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// Reorient velocity on slope
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currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude;
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// Calculate target velocity
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Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp);
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Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude;
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targetMovementVelocity = reorientedInput * MaxStableMoveSpeed;
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// Smooth movement Velocity
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currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime));
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}
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else
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{
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// Add move input
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if (_moveInputVector.sqrMagnitude > 0f)
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{
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targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed;
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// Prevent climbing on un-stable slopes with air movement
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if (Motor.GroundingStatus.FoundAnyGround)
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{
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Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized;
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targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal);
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}
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Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity);
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currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime;
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}
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// Gravity
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currentVelocity += Gravity * deltaTime;
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// Drag
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currentVelocity *= (1f / (1f + (Drag * deltaTime)));
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}
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// Handle jumping
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{
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_jumpedThisFrame = false;
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_timeSinceJumpRequested += deltaTime;
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if (_jumpRequested)
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{
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// Handle double jump
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if (AllowDoubleJump)
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{
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if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround))
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{
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Motor.ForceUnground(0.1f);
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// Add to the return velocity and reset jump state
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currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp);
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_jumpRequested = false;
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_doubleJumpConsumed = true;
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_jumpedThisFrame = true;
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}
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}
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// See if we actually are allowed to jump
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if (_canWallJump ||
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(!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime)))
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{
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// Calculate jump direction before ungrounding
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Vector3 jumpDirection = Motor.CharacterUp;
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if (_canWallJump)
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{
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jumpDirection = _wallJumpNormal;
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}
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else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround)
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{
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jumpDirection = Motor.GroundingStatus.GroundNormal;
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}
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// Makes the character skip ground probing/snapping on its next update.
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// 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.
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Motor.ForceUnground(0.1f);
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// Add to the return velocity and reset jump state
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currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp);
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_jumpRequested = false;
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_jumpConsumed = true;
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_jumpedThisFrame = true;
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}
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}
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// Reset wall jump
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_canWallJump = false;
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}
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// Take into account additive velocity
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if (_internalVelocityAdd.sqrMagnitude > 0f)
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{
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currentVelocity += _internalVelocityAdd;
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_internalVelocityAdd = Vector3.zero;
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}
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}
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/// <summary>
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/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is called after the character has finished its movement update
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/// </summary>
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public void AfterCharacterUpdate(float deltaTime)
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{
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// Handle jump-related values
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{
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// Handle jumping pre-ground grace period
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if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime)
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{
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_jumpRequested = false;
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}
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if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround)
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{
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// If we're on a ground surface, reset jumping values
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if (!_jumpedThisFrame)
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{
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_doubleJumpConsumed = false;
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_jumpConsumed = false;
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}
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_timeSinceLastAbleToJump = 0f;
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}
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else
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{
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// Keep track of time since we were last able to jump (for grace period)
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_timeSinceLastAbleToJump += deltaTime;
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}
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}
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// Handle uncrouching
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if (_isCrouching && !_shouldBeCrouching)
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{
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// Do an overlap test with the character's standing height to see if there are any obstructions
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Motor.SetCapsuleDimensions(0.5f, 2f, 1f);
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if (Motor.CharacterOverlap(
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Motor.TransientPosition,
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Motor.TransientRotation,
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_probedColliders,
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Motor.CollidableLayers,
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QueryTriggerInteraction.Ignore) > 0)
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{
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// If obstructions, just stick to crouching dimensions
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Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f);
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}
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else
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{
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// If no obstructions, uncrouch
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MeshRoot.localScale = new Vector3(1f, 1f, 1f);
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_isCrouching = false;
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}
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}
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}
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public bool IsColliderValidForCollisions(Collider coll)
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{
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return true;
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}
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public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
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{
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}
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public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
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{
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// We can wall jump only if we are not stable on ground and are moving against an obstruction
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if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable)
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{
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_canWallJump = true;
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_wallJumpNormal = hitNormal;
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}
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}
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public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
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{
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}
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public void PostGroundingUpdate(float deltaTime)
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{
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}
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public void AddVelocity(Vector3 velocity)
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{
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_internalVelocityAdd += velocity;
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}
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public void OnDiscreteCollisionDetected(Collider hitCollider)
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{
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}
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}
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} |