mirror of
https://github.com/nothke/quality-control.git
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516 lines
22 KiB
C#
516 lines
22 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using KinematicCharacterController;
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using System;
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namespace KinematicCharacterController.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>
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/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is called before the character begins its movement update
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/// </summary>
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public void BeforeCharacterUpdate(float deltaTime)
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{
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}
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/// <summary>
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/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is where you tell your character what its rotation should be right now.
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/// This is the ONLY place where you should set the character's rotation
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/// </summary>
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public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
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{
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switch (CurrentCharacterState)
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{
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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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{
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// Smoothly interpolate from current to target look direction
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Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized;
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// Set the current rotation (which will be used by the KinematicCharacterMotor)
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currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp);
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}
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Vector3 currentUp = (currentRotation * Vector3.up);
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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));
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currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
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}
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else if (BonusOrientationMethod == BonusOrientationMethod.TowardsGroundSlopeAndGravity)
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{
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if (Motor.GroundingStatus.IsStableOnGround)
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{
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Vector3 initialCharacterBottomHemiCenter = Motor.TransientPosition + (currentUp * Motor.Capsule.radius);
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Vector3 smoothedGroundNormal = Vector3.Slerp(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
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currentRotation = Quaternion.FromToRotation(currentUp, smoothedGroundNormal) * currentRotation;
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// Move the position to create a rotation around the bottom hemi center instead of around the pivot
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Motor.SetTransientPosition(initialCharacterBottomHemiCenter + (currentRotation * Vector3.down * Motor.Capsule.radius));
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}
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else
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{
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Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
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currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
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}
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}
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else
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{
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Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, Vector3.up, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
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currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
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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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/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is where you tell your character what its velocity should be right now.
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/// This is the ONLY place where you can set the character's velocity
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/// </summary>
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public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
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{
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switch (CurrentCharacterState)
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{
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case CharacterState.Default:
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{
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// Ground movement
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if (Motor.GroundingStatus.IsStableOnGround)
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{
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float currentVelocityMagnitude = currentVelocity.magnitude;
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Vector3 effectiveGroundNormal = Motor.GroundingStatus.GroundNormal;
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// Reorient velocity on slope
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currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) * currentVelocityMagnitude;
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// Calculate target velocity
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Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp);
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Vector3 reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized * _moveInputVector.magnitude;
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Vector3 targetMovementVelocity = reorientedInput * MaxStableMoveSpeed;
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// Smooth movement Velocity
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currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1f - Mathf.Exp(-StableMovementSharpness * deltaTime));
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}
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// Air movement
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else
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{
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// Add move input
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if (_moveInputVector.sqrMagnitude > 0f)
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{
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Vector3 addedVelocity = _moveInputVector * AirAccelerationSpeed * deltaTime;
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Vector3 currentVelocityOnInputsPlane = Vector3.ProjectOnPlane(currentVelocity, Motor.CharacterUp);
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// Limit air velocity from inputs
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if (currentVelocityOnInputsPlane.magnitude < MaxAirMoveSpeed)
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{
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// clamp addedVel to make total vel not exceed max vel on inputs plane
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Vector3 newTotal = Vector3.ClampMagnitude(currentVelocityOnInputsPlane + addedVelocity, MaxAirMoveSpeed);
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addedVelocity = newTotal - currentVelocityOnInputsPlane;
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}
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else
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{
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// Make sure added vel doesn't go in the direction of the already-exceeding velocity
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if (Vector3.Dot(currentVelocityOnInputsPlane, addedVelocity) > 0f)
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{
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addedVelocity = Vector3.ProjectOnPlane(addedVelocity, currentVelocityOnInputsPlane.normalized);
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}
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}
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// Prevent air-climbing sloped walls
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if (Motor.GroundingStatus.FoundAnyGround)
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{
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if (Vector3.Dot(currentVelocity + addedVelocity, addedVelocity) > 0f)
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{
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Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized;
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addedVelocity = Vector3.ProjectOnPlane(addedVelocity, perpenticularObstructionNormal);
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}
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}
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// Apply added velocity
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currentVelocity += addedVelocity;
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}
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// Gravity
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currentVelocity += Gravity * deltaTime;
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// Drag
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currentVelocity *= (1f / (1f + (Drag * deltaTime)));
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}
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// Handle jumping
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_jumpedThisFrame = false;
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_timeSinceJumpRequested += deltaTime;
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if (_jumpRequested)
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{
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// See if we actually are allowed to jump
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if (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))
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{
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// Calculate jump direction before ungrounding
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Vector3 jumpDirection = Motor.CharacterUp;
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if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround)
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{
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jumpDirection = Motor.GroundingStatus.GroundNormal;
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}
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// Makes the character skip ground probing/snapping on its next update.
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// If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see.
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Motor.ForceUnground();
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// Add to the return velocity and reset jump state
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currentVelocity += (jumpDirection * JumpUpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp);
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currentVelocity += (_moveInputVector * JumpScalableForwardSpeed);
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_jumpRequested = false;
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_jumpConsumed = true;
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_jumpedThisFrame = true;
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}
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}
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// Take into account additive velocity
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if (_internalVelocityAdd.sqrMagnitude > 0f)
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{
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currentVelocity += _internalVelocityAdd;
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_internalVelocityAdd = Vector3.zero;
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}
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break;
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}
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}
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}
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/// <summary>
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/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is called after the character has finished its movement update
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/// </summary>
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public void AfterCharacterUpdate(float deltaTime)
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{
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switch (CurrentCharacterState)
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{
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case CharacterState.Default:
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{
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// Handle jump-related values
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{
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// Handle jumping pre-ground grace period
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if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime)
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{
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_jumpRequested = false;
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}
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if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround)
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{
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// If we're on a ground surface, reset jumping values
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if (!_jumpedThisFrame)
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{
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_jumpConsumed = false;
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}
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_timeSinceLastAbleToJump = 0f;
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}
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else
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{
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// Keep track of time since we were last able to jump (for grace period)
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_timeSinceLastAbleToJump += deltaTime;
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}
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}
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// Handle uncrouching
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if (_isCrouching && !_shouldBeCrouching)
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{
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// Do an overlap test with the character's standing height to see if there are any obstructions
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Motor.SetCapsuleDimensions(0.5f, 2f, 1f);
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if (Motor.CharacterOverlap(
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Motor.TransientPosition,
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Motor.TransientRotation,
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_probedColliders,
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Motor.CollidableLayers,
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QueryTriggerInteraction.Ignore) > 0)
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{
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// If obstructions, just stick to crouching dimensions
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Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f);
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}
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else
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{
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// If no obstructions, uncrouch
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MeshRoot.localScale = new Vector3(1f, 1f, 1f);
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_isCrouching = false;
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}
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}
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break;
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}
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}
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}
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public void PostGroundingUpdate(float deltaTime)
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{
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// Handle landing and leaving ground
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if (Motor.GroundingStatus.IsStableOnGround && !Motor.LastGroundingStatus.IsStableOnGround)
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{
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OnLanded();
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}
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else if (!Motor.GroundingStatus.IsStableOnGround && Motor.LastGroundingStatus.IsStableOnGround)
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{
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OnLeaveStableGround();
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}
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}
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public bool IsColliderValidForCollisions(Collider coll)
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{
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if (IgnoredColliders.Count == 0)
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{
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return true;
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}
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if (IgnoredColliders.Contains(coll))
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{
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return false;
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}
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return true;
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}
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public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
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{
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}
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public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
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{
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}
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public void AddVelocity(Vector3 velocity)
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{
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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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_internalVelocityAdd += velocity;
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break;
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}
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}
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}
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public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
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{
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}
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protected void OnLanded()
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{
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}
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protected void OnLeaveStableGround()
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{
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}
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public void OnDiscreteCollisionDetected(Collider hitCollider)
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{
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}
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}
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} |