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Added KCC
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7099af3fe2
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8
Assets/Plugins.meta
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Assets/Plugins.meta
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Assets/Plugins/KinematicCharacterController.meta
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Assets/Plugins/KinematicCharacterController.meta
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Assets/Plugins/KinematicCharacterController/Core.meta
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10
Assets/Plugins/KinematicCharacterController/Core/Editor.meta
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{
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"name": "KCC.Editor",
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"references": [
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"GUID:1bf68a6e05395544c9eb0c8d1ab94588"
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],
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"includePlatforms": [
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"Editor"
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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 UnityEditor;
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namespace KinematicCharacterController
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{
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[CustomEditor(typeof(KinematicCharacterMotor))]
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public class KinematicCharacterMotorEditor : Editor
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{
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protected virtual void OnSceneGUI()
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{
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KinematicCharacterMotor motor = (target as KinematicCharacterMotor);
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if (motor)
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{
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Vector3 characterBottom = motor.transform.position + (motor.Capsule.center + (-Vector3.up * (motor.Capsule.height * 0.5f)));
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Handles.color = Color.yellow;
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Handles.CircleHandleCap(
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0,
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characterBottom + (motor.transform.up * motor.MaxStepHeight),
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Quaternion.LookRotation(motor.transform.up, motor.transform.forward),
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motor.Capsule.radius + 0.1f,
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EventType.Repaint);
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}
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}
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}
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}
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@ -0,0 +1,21 @@
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using UnityEngine;
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using UnityEditor;
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namespace KinematicCharacterController
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{
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[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
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public class ReadOnlyPropertyDrawer : PropertyDrawer
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{
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return EditorGUI.GetPropertyHeight(property, label, true);
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}
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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GUI.enabled = false;
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EditorGUI.PropertyField(position, property, label, true);
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GUI.enabled = true;
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}
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}
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}
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guid: 0d4351ab88853824b85a8f458928d825
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timeCreated: 1504492796
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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
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{
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public interface ICharacterController
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{
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/// <summary>
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/// This is called when the motor wants to know what its rotation should be right now
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/// </summary>
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void UpdateRotation(ref Quaternion currentRotation, float deltaTime);
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/// <summary>
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/// This is called when the motor wants to know what its velocity should be right now
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/// </summary>
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void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime);
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/// <summary>
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/// This is called before the motor does anything
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/// </summary>
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void BeforeCharacterUpdate(float deltaTime);
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/// <summary>
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/// This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling
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/// </summary>
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void PostGroundingUpdate(float deltaTime);
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/// <summary>
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/// This is called after the motor has finished everything in its update
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/// </summary>
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void AfterCharacterUpdate(float deltaTime);
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/// <summary>
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/// This is called after when the motor wants to know if the collider can be collided with (or if we just go through it)
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/// </summary>
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bool IsColliderValidForCollisions(Collider coll);
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/// <summary>
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/// This is called when the motor's ground probing detects a ground hit
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/// </summary>
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void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport);
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/// <summary>
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/// This is called when the motor's movement logic detects a hit
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/// </summary>
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void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport);
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/// <summary>
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/// This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking
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/// </summary>
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void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport);
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/// <summary>
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/// This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving)
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/// </summary>
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void OnDiscreteCollisionDetected(Collider hitCollider);
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}
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}
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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
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{
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public interface IMoverController
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{
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/// <summary>
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/// This is called to let you tell the PhysicsMover where it should be right now
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/// </summary>
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void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime);
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}
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}
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{
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"name": "KCC"
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}
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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
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{
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[CreateAssetMenu]
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public class KCCSettings : ScriptableObject
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{
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/// <summary>
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/// Determines if the system simulates automatically.
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/// If true, the simulation is done on FixedUpdate
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/// </summary>
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[Tooltip("Determines if the system simulates automatically. If true, the simulation is done on FixedUpdate")]
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public bool AutoSimulation = true;
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/// <summary>
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/// Should interpolation of characters and PhysicsMovers be handled
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/// </summary>
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[Tooltip("Should interpolation of characters and PhysicsMovers be handled")]
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public bool Interpolate = true;
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/// <summary>
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/// 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)
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/// </summary>
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[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)")]
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public int MotorsListInitialCapacity = 100;
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/// <summary>
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/// 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)
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/// </summary>
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[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)")]
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public int MoversListInitialCapacity = 100;
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}
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}
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||||
using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace KinematicCharacterController
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{
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/// <summary>
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/// The system that manages the simulation of KinematicCharacterMotor and PhysicsMover
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/// </summary>
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[DefaultExecutionOrder(-100)]
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public class KinematicCharacterSystem : MonoBehaviour
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{
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private static KinematicCharacterSystem _instance;
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public static List<KinematicCharacterMotor> CharacterMotors = new List<KinematicCharacterMotor>();
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public static List<PhysicsMover> PhysicsMovers = new List<PhysicsMover>();
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private static float _lastCustomInterpolationStartTime = -1f;
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private static float _lastCustomInterpolationDeltaTime = -1f;
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public static KCCSettings Settings;
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/// <summary>
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/// Creates a KinematicCharacterSystem instance if there isn't already one
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/// </summary>
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public static void EnsureCreation()
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{
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if (_instance == null)
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{
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GameObject systemGameObject = new GameObject("KinematicCharacterSystem");
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_instance = systemGameObject.AddComponent<KinematicCharacterSystem>();
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systemGameObject.hideFlags = HideFlags.NotEditable;
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_instance.hideFlags = HideFlags.NotEditable;
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Settings = ScriptableObject.CreateInstance<KCCSettings>();
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GameObject.DontDestroyOnLoad(systemGameObject);
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}
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}
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/// <summary>
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/// Gets the KinematicCharacterSystem instance if any
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/// </summary>
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/// <returns></returns>
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public static KinematicCharacterSystem GetInstance()
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{
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return _instance;
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}
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/// <summary>
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/// Sets the maximum capacity of the character motors list, to prevent allocations when adding characters
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/// </summary>
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/// <param name="capacity"></param>
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public static void SetCharacterMotorsCapacity(int capacity)
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{
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if (capacity < CharacterMotors.Count)
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{
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capacity = CharacterMotors.Count;
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}
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CharacterMotors.Capacity = capacity;
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}
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/// <summary>
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/// Registers a KinematicCharacterMotor into the system
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/// </summary>
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public static void RegisterCharacterMotor(KinematicCharacterMotor motor)
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{
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CharacterMotors.Add(motor);
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}
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/// <summary>
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/// Unregisters a KinematicCharacterMotor from the system
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/// </summary>
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public static void UnregisterCharacterMotor(KinematicCharacterMotor motor)
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{
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CharacterMotors.Remove(motor);
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}
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/// <summary>
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/// Sets the maximum capacity of the physics movers list, to prevent allocations when adding movers
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/// </summary>
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/// <param name="capacity"></param>
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public static void SetPhysicsMoversCapacity(int capacity)
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||||
{
|
||||
if (capacity < PhysicsMovers.Count)
|
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{
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capacity = PhysicsMovers.Count;
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}
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PhysicsMovers.Capacity = capacity;
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}
|
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/// <summary>
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/// Registers a PhysicsMover into the system
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/// </summary>
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||||
public static void RegisterPhysicsMover(PhysicsMover mover)
|
||||
{
|
||||
PhysicsMovers.Add(mover);
|
||||
|
||||
mover.Rigidbody.interpolation = RigidbodyInterpolation.None;
|
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}
|
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|
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/// <summary>
|
||||
/// Unregisters a PhysicsMover from the system
|
||||
/// </summary>
|
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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];
|
||||
|
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motor.InitialTickPosition = motor.TransientPosition;
|
||||
motor.InitialTickRotation = motor.TransientRotation;
|
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||||
motor.Transform.SetPositionAndRotation(motor.TransientPosition, motor.TransientRotation);
|
||||
}
|
||||
|
||||
for (int i = 0; i < PhysicsMovers.Count; i++)
|
||||
{
|
||||
PhysicsMover mover = PhysicsMovers[i];
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mover.InitialTickPosition = mover.TransientPosition;
|
||||
mover.InitialTickRotation = mover.TransientRotation;
|
||||
|
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mover.Transform.SetPositionAndRotation(mover.TransientPosition, mover.TransientRotation);
|
||||
mover.Rigidbody.position = mover.TransientPosition;
|
||||
mover.Rigidbody.rotation = mover.TransientRotation;
|
||||
}
|
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}
|
||||
|
||||
/// <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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|
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261
Assets/Plugins/KinematicCharacterController/Core/PhysicsMover.cs
Normal file
261
Assets/Plugins/KinematicCharacterController/Core/PhysicsMover.cs
Normal file
@ -0,0 +1,261 @@
|
||||
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
|
||||
{
|
||||
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{
|
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@ -0,0 +1,179 @@
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 24092a40b02616e479baeb940325e339
|
||||
timeCreated: 1485657083
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,516 @@
|
||||
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)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
@ -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:
|
Loading…
Reference in New Issue
Block a user