i3e-asg2/Assets/assetStore/Starter Assets/Runtime/FirstPersonController/Scripts/FirstPersonController.cs
Sc0rch-thinks ae77a68e01 add files
files from the uniity asset store are grouped and added the files used for terrain and texturing

bug fixed for door opening in weird directions
2024-07-02 22:44:55 +08:00

333 lines
11 KiB
C#

using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace StarterAssets
{
[RequireComponent(typeof(CharacterController))]
#if ENABLE_INPUT_SYSTEM
[RequireComponent(typeof(PlayerInput))]
#endif
public class FirstPersonController : MonoBehaviour
{
[Header("Player")]
[Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 4.0f;
[Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 6.0f;
[Tooltip("Rotation speed of the character")]
public float RotationSpeed = 1.0f;
[Tooltip("Acceleration and deceleration")]
public float SpeedChangeRate = 10.0f;
[Space(10)]
[Tooltip("The height the player can jump")]
public float JumpHeight = 1.2f;
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
public float Gravity = -15.0f;
[Space(10)]
[Tooltip(
"Time required to pass before being able to jump again. Set to 0f to instantly jump again"
)]
public float JumpTimeout = 0.1f;
[Tooltip(
"Time required to pass before entering the fall state. Useful for walking down stairs"
)]
public float FallTimeout = 0.15f;
[Header("Player Grounded")]
[Tooltip(
"If the character is grounded or not. Not part of the CharacterController built in grounded check"
)]
public bool Grounded = true;
[Tooltip("Useful for rough ground")]
public float GroundedOffset = -0.14f;
[Tooltip(
"The radius of the grounded check. Should match the radius of the CharacterController"
)]
public float GroundedRadius = 0.5f;
[Tooltip("What layers the character uses as ground")]
public LayerMask GroundLayers;
[Header("Cinemachine")]
[Tooltip(
"The follow target set in the Cinemachine Virtual Camera that the camera will follow"
)]
public GameObject CinemachineCameraTarget;
[Tooltip("How far in degrees can you move the camera up")]
public float TopClamp = 90.0f;
[Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -90.0f;
// cinemachine
private float _cinemachineTargetPitch;
// player
private float _speed;
private float _rotationVelocity;
private float _verticalVelocity;
private float _terminalVelocity = 53.0f;
// timeout deltatime
private float _jumpTimeoutDelta;
private float _fallTimeoutDelta;
#if ENABLE_INPUT_SYSTEM
private PlayerInput _playerInput;
#endif
private CharacterController _controller;
private StarterAssetsInputs _input;
private GameObject _mainCamera;
private const float _threshold = 0.01f;
private bool IsCurrentDeviceMouse
{
get
{
#if ENABLE_INPUT_SYSTEM
return _playerInput.currentControlScheme == "KeyboardMouse";
#else
return false;
#endif
}
}
private void Awake()
{
// get a reference to our main camera
if (_mainCamera == null)
{
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
}
}
private void Start()
{
_controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>();
#if ENABLE_INPUT_SYSTEM
_playerInput = GetComponent<PlayerInput>();
#else
Debug.LogError(
"Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it"
);
#endif
// reset our timeouts on start
_jumpTimeoutDelta = JumpTimeout;
_fallTimeoutDelta = FallTimeout;
}
private void Update()
{
JumpAndGravity();
GroundedCheck();
Move();
}
private void LateUpdate()
{
CameraRotation();
}
private void GroundedCheck()
{
// set sphere position, with offset
Vector3 spherePosition = new Vector3(
transform.position.x,
transform.position.y - GroundedOffset,
transform.position.z
);
Grounded = Physics.CheckSphere(
spherePosition,
GroundedRadius,
GroundLayers,
QueryTriggerInteraction.Ignore
);
}
private void CameraRotation()
{
// if there is an input
if (_input.look.sqrMagnitude >= _threshold)
{
//Don't multiply mouse input by Time.deltaTime
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
_cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier;
_rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier;
// clamp our pitch rotation
_cinemachineTargetPitch = ClampAngle(
_cinemachineTargetPitch,
BottomClamp,
TopClamp
);
// Update Cinemachine camera target pitch
CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(
_cinemachineTargetPitch,
0.0f,
0.0f
);
// rotate the player left and right
transform.Rotate(Vector3.up * _rotationVelocity);
}
}
private void Move()
{
// set target speed based on move speed, sprint speed and if sprint is pressed
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is no input, set the target speed to 0
if (_input.move == Vector2.zero)
targetSpeed = 0.0f;
// a reference to the players current horizontal velocity
float currentHorizontalSpeed = new Vector3(
_controller.velocity.x,
0.0f,
_controller.velocity.z
).magnitude;
float speedOffset = 0.1f;
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
// accelerate or decelerate to target speed
if (
currentHorizontalSpeed < targetSpeed - speedOffset
|| currentHorizontalSpeed > targetSpeed + speedOffset
)
{
// creates curved result rather than a linear one giving a more organic speed change
// note T in Lerp is clamped, so we don't need to clamp our speed
_speed = Mathf.Lerp(
currentHorizontalSpeed,
targetSpeed * inputMagnitude,
Time.deltaTime * SpeedChangeRate
);
// round speed to 3 decimal places
_speed = Mathf.Round(_speed * 1000f) / 1000f;
}
else
{
_speed = targetSpeed;
}
// normalise input direction
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is a move input rotate player when the player is moving
if (_input.move != Vector2.zero)
{
// move
inputDirection =
transform.right * _input.move.x + transform.forward * _input.move.y;
}
// move the player
_controller.Move(
inputDirection.normalized * (_speed * Time.deltaTime)
+ new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime
);
}
private void JumpAndGravity()
{
if (Grounded)
{
// reset the fall timeout timer
_fallTimeoutDelta = FallTimeout;
// stop our velocity dropping infinitely when grounded
if (_verticalVelocity < 0.0f)
{
_verticalVelocity = -2f;
}
// Jump
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
{
// the square root of H * -2 * G = how much velocity needed to reach desired height
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
}
// jump timeout
if (_jumpTimeoutDelta >= 0.0f)
{
_jumpTimeoutDelta -= Time.deltaTime;
}
}
else
{
// reset the jump timeout timer
_jumpTimeoutDelta = JumpTimeout;
// fall timeout
if (_fallTimeoutDelta >= 0.0f)
{
_fallTimeoutDelta -= Time.deltaTime;
}
// if we are not grounded, do not jump
_input.jump = false;
}
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
if (_verticalVelocity < _terminalVelocity)
{
_verticalVelocity += Gravity * Time.deltaTime;
}
}
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
{
if (lfAngle < -360f)
lfAngle += 360f;
if (lfAngle > 360f)
lfAngle -= 360f;
return Mathf.Clamp(lfAngle, lfMin, lfMax);
}
private void OnDrawGizmosSelected()
{
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
if (Grounded)
Gizmos.color = transparentGreen;
else
Gizmos.color = transparentRed;
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
Gizmos.DrawSphere(
new Vector3(
transform.position.x,
transform.position.y - GroundedOffset,
transform.position.z
),
GroundedRadius
);
}
}
}