mirror of
https://github.com/nothke/quality-control.git
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Added KCC
This commit is contained in:
@@ -0,0 +1,179 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace KinematicCharacterController.Examples
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{
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public class ExampleCharacterCamera : MonoBehaviour
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{
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[Header("Framing")]
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public Camera Camera;
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public Vector2 FollowPointFraming = new Vector2(0f, 0f);
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public float FollowingSharpness = 10000f;
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[Header("Distance")]
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public float DefaultDistance = 6f;
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public float MinDistance = 0f;
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public float MaxDistance = 10f;
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public float DistanceMovementSpeed = 5f;
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public float DistanceMovementSharpness = 10f;
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[Header("Rotation")]
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public bool InvertX = false;
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public bool InvertY = false;
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[Range(-90f, 90f)]
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public float DefaultVerticalAngle = 20f;
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[Range(-90f, 90f)]
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public float MinVerticalAngle = -90f;
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[Range(-90f, 90f)]
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public float MaxVerticalAngle = 90f;
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public float RotationSpeed = 1f;
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public float RotationSharpness = 10000f;
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public bool RotateWithPhysicsMover = false;
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[Header("Obstruction")]
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public float ObstructionCheckRadius = 0.2f;
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public LayerMask ObstructionLayers = -1;
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public float ObstructionSharpness = 10000f;
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public List<Collider> IgnoredColliders = new List<Collider>();
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public Transform Transform { get; private set; }
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public Transform FollowTransform { get; private set; }
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public Vector3 PlanarDirection { get; set; }
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public float TargetDistance { get; set; }
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private bool _distanceIsObstructed;
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private float _currentDistance;
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private float _targetVerticalAngle;
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private RaycastHit _obstructionHit;
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private int _obstructionCount;
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private RaycastHit[] _obstructions = new RaycastHit[MaxObstructions];
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private float _obstructionTime;
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private Vector3 _currentFollowPosition;
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private const int MaxObstructions = 32;
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void OnValidate()
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{
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DefaultDistance = Mathf.Clamp(DefaultDistance, MinDistance, MaxDistance);
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DefaultVerticalAngle = Mathf.Clamp(DefaultVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
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}
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void Awake()
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{
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Transform = this.transform;
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_currentDistance = DefaultDistance;
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TargetDistance = _currentDistance;
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_targetVerticalAngle = 0f;
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PlanarDirection = Vector3.forward;
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}
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// Set the transform that the camera will orbit around
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public void SetFollowTransform(Transform t)
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{
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FollowTransform = t;
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PlanarDirection = FollowTransform.forward;
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_currentFollowPosition = FollowTransform.position;
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}
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public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
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{
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if (FollowTransform)
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{
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if (InvertX)
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{
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rotationInput.x *= -1f;
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}
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if (InvertY)
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{
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rotationInput.y *= -1f;
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}
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// Process rotation input
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Quaternion rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
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PlanarDirection = rotationFromInput * PlanarDirection;
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PlanarDirection = Vector3.Cross(FollowTransform.up, Vector3.Cross(PlanarDirection, FollowTransform.up));
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Quaternion planarRot = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
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_targetVerticalAngle -= (rotationInput.y * RotationSpeed);
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_targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
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Quaternion verticalRot = Quaternion.Euler(_targetVerticalAngle, 0, 0);
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Quaternion targetRotation = Quaternion.Slerp(Transform.rotation, planarRot * verticalRot, 1f - Mathf.Exp(-RotationSharpness * deltaTime));
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// Apply rotation
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Transform.rotation = targetRotation;
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// Process distance input
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if (_distanceIsObstructed && Mathf.Abs(zoomInput) > 0f)
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{
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TargetDistance = _currentDistance;
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}
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TargetDistance += zoomInput * DistanceMovementSpeed;
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TargetDistance = Mathf.Clamp(TargetDistance, MinDistance, MaxDistance);
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// Find the smoothed follow position
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_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-FollowingSharpness * deltaTime));
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// Handle obstructions
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{
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RaycastHit closestHit = new RaycastHit();
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closestHit.distance = Mathf.Infinity;
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_obstructionCount = Physics.SphereCastNonAlloc(_currentFollowPosition, ObstructionCheckRadius, -Transform.forward, _obstructions, TargetDistance, ObstructionLayers, QueryTriggerInteraction.Ignore);
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for (int i = 0; i < _obstructionCount; i++)
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{
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bool isIgnored = false;
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for (int j = 0; j < IgnoredColliders.Count; j++)
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{
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if (IgnoredColliders[j] == _obstructions[i].collider)
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{
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isIgnored = true;
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break;
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}
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}
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for (int j = 0; j < IgnoredColliders.Count; j++)
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{
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if (IgnoredColliders[j] == _obstructions[i].collider)
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{
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isIgnored = true;
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break;
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}
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}
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if (!isIgnored && _obstructions[i].distance < closestHit.distance && _obstructions[i].distance > 0)
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{
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closestHit = _obstructions[i];
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}
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}
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// If obstructions detecter
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if (closestHit.distance < Mathf.Infinity)
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{
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_distanceIsObstructed = true;
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_currentDistance = Mathf.Lerp(_currentDistance, closestHit.distance, 1 - Mathf.Exp(-ObstructionSharpness * deltaTime));
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}
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// If no obstruction
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else
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{
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_distanceIsObstructed = false;
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_currentDistance = Mathf.Lerp(_currentDistance, TargetDistance, 1 - Mathf.Exp(-DistanceMovementSharpness * deltaTime));
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}
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}
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// Find the smoothed camera orbit position
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Vector3 targetPosition = _currentFollowPosition - ((targetRotation * Vector3.forward) * _currentDistance);
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// Handle framing
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targetPosition += Transform.right * FollowPointFraming.x;
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targetPosition += Transform.up * FollowPointFraming.y;
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// Apply position
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Transform.position = targetPosition;
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}
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}
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}
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}
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 24092a40b02616e479baeb940325e339
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timeCreated: 1485657083
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@@ -0,0 +1,516 @@
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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.Examples
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{
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public enum CharacterState
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{
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Default,
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}
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public enum OrientationMethod
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{
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TowardsCamera,
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TowardsMovement,
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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 struct AICharacterInputs
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{
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public Vector3 MoveVector;
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public Vector3 LookVector;
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}
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public enum BonusOrientationMethod
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{
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None,
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TowardsGravity,
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TowardsGroundSlopeAndGravity,
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}
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public class ExampleCharacterController : 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 = 15f;
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public float OrientationSharpness = 10f;
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public OrientationMethod OrientationMethod = OrientationMethod.TowardsCamera;
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[Header("Air Movement")]
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public float MaxAirMoveSpeed = 15f;
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public float AirAccelerationSpeed = 15f;
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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 float JumpUpSpeed = 10f;
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public float JumpScalableForwardSpeed = 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 List<Collider> IgnoredColliders = new List<Collider>();
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public BonusOrientationMethod BonusOrientationMethod = BonusOrientationMethod.None;
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public float BonusOrientationSharpness = 10f;
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public Vector3 Gravity = new Vector3(0, -30f, 0);
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public Transform MeshRoot;
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public Transform CameraFollowPoint;
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public float CrouchedCapsuleHeight = 1f;
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public CharacterState CurrentCharacterState { get; private set; }
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private Collider[] _probedColliders = new Collider[8];
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private RaycastHit[] _probedHits = new RaycastHit[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 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 Vector3 lastInnerNormal = Vector3.zero;
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private Vector3 lastOuterNormal = Vector3.zero;
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private void Awake()
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{
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// Handle initial state
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TransitionToState(CharacterState.Default);
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// Assign the characterController to the motor
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Motor.CharacterController = this;
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}
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/// <summary>
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/// Handles movement state transitions and enter/exit callbacks
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/// </summary>
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public void TransitionToState(CharacterState newState)
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{
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CharacterState tmpInitialState = CurrentCharacterState;
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OnStateExit(tmpInitialState, newState);
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CurrentCharacterState = newState;
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OnStateEnter(newState, tmpInitialState);
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}
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/// <summary>
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/// Event when entering a state
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/// </summary>
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public void OnStateEnter(CharacterState state, CharacterState fromState)
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{
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switch (state)
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{
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case CharacterState.Default:
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{
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break;
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}
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}
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}
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/// <summary>
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/// Event when exiting a state
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/// </summary>
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public void OnStateExit(CharacterState state, CharacterState toState)
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{
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switch (state)
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{
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case CharacterState.Default:
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{
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break;
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}
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}
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}
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/// <summary>
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/// This is called every frame by ExamplePlayer 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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switch (CurrentCharacterState)
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{
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case CharacterState.Default:
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{
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// Move and look inputs
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_moveInputVector = cameraPlanarRotation * moveInputVector;
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switch (OrientationMethod)
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{
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case OrientationMethod.TowardsCamera:
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_lookInputVector = cameraPlanarDirection;
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break;
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case OrientationMethod.TowardsMovement:
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_lookInputVector = _moveInputVector.normalized;
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break;
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}
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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, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 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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break;
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}
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}
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}
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/// <summary>
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/// This is called every frame by the AI script in order to tell the character what its inputs are
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/// </summary>
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public void SetInputs(ref AICharacterInputs inputs)
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{
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_moveInputVector = inputs.MoveVector;
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_lookInputVector = inputs.LookVector;
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}
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private Quaternion _tmpTransientRot;
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/// <summary>
|
||||
/// (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>
|
||||
public void BeforeCharacterUpdate(float deltaTime)
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||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// (Called by KinematicCharacterMotor during its update cycle)
|
||||
/// 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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||||
switch (CurrentCharacterState)
|
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{
|
||||
case CharacterState.Default:
|
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{
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||||
if (_lookInputVector.sqrMagnitude > 0f && OrientationSharpness > 0f)
|
||||
{
|
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// Smoothly interpolate from current to target look direction
|
||||
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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|
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Vector3 currentUp = (currentRotation * Vector3.up);
|
||||
if (BonusOrientationMethod == BonusOrientationMethod.TowardsGravity)
|
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{
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||||
// Rotate from current up to invert gravity
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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)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 76020eee813ed7844bcea94c5d5ce76a
|
||||
timeCreated: 1503446428
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,99 @@
|
||||
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>());
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 461cd396e3fc7cc4eb9c92bde05c1b9a
|
||||
timeCreated: 1485657184
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in New Issue
Block a user