ae77a68e01
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
392 lines
No EOL
14 KiB
C#
392 lines
No EOL
14 KiB
C#
using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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/* Note: animations are called via the controller for both the character and capsule using animator null checks
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*/
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namespace StarterAssets
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{
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[RequireComponent(typeof(CharacterController))]
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#if ENABLE_INPUT_SYSTEM
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[RequireComponent(typeof(PlayerInput))]
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#endif
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public class ThirdPersonController : MonoBehaviour
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{
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[Header("Player")]
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[Tooltip("Move speed of the character in m/s")]
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public float MoveSpeed = 2.0f;
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[Tooltip("Sprint speed of the character in m/s")]
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public float SprintSpeed = 5.335f;
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[Tooltip("How fast the character turns to face movement direction")]
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[Range(0.0f, 0.3f)]
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public float RotationSmoothTime = 0.12f;
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[Tooltip("Acceleration and deceleration")]
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public float SpeedChangeRate = 10.0f;
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public AudioClip LandingAudioClip;
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public AudioClip[] FootstepAudioClips;
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[Range(0, 1)] public float FootstepAudioVolume = 0.5f;
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[Space(10)]
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[Tooltip("The height the player can jump")]
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public float JumpHeight = 1.2f;
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[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
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public float Gravity = -15.0f;
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[Space(10)]
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[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
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public float JumpTimeout = 0.50f;
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[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
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public float FallTimeout = 0.15f;
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[Header("Player Grounded")]
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[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
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public bool Grounded = true;
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[Tooltip("Useful for rough ground")]
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public float GroundedOffset = -0.14f;
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[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
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public float GroundedRadius = 0.28f;
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[Tooltip("What layers the character uses as ground")]
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public LayerMask GroundLayers;
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[Header("Cinemachine")]
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[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
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public GameObject CinemachineCameraTarget;
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[Tooltip("How far in degrees can you move the camera up")]
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public float TopClamp = 70.0f;
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[Tooltip("How far in degrees can you move the camera down")]
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public float BottomClamp = -30.0f;
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[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
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public float CameraAngleOverride = 0.0f;
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[Tooltip("For locking the camera position on all axis")]
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public bool LockCameraPosition = false;
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// cinemachine
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private float _cinemachineTargetYaw;
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private float _cinemachineTargetPitch;
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// player
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private float _speed;
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private float _animationBlend;
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private float _targetRotation = 0.0f;
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private float _rotationVelocity;
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private float _verticalVelocity;
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private float _terminalVelocity = 53.0f;
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// timeout deltatime
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private float _jumpTimeoutDelta;
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private float _fallTimeoutDelta;
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// animation IDs
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private int _animIDSpeed;
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private int _animIDGrounded;
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private int _animIDJump;
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private int _animIDFreeFall;
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private int _animIDMotionSpeed;
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#if ENABLE_INPUT_SYSTEM
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private PlayerInput _playerInput;
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#endif
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private Animator _animator;
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private CharacterController _controller;
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private StarterAssetsInputs _input;
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private GameObject _mainCamera;
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private const float _threshold = 0.01f;
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private bool _hasAnimator;
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private bool IsCurrentDeviceMouse
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{
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get
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{
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#if ENABLE_INPUT_SYSTEM
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return _playerInput.currentControlScheme == "KeyboardMouse";
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#else
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return false;
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#endif
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}
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}
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private void Awake()
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{
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// get a reference to our main camera
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if (_mainCamera == null)
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{
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_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
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}
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}
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private void Start()
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{
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_cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
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_hasAnimator = TryGetComponent(out _animator);
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_controller = GetComponent<CharacterController>();
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_input = GetComponent<StarterAssetsInputs>();
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#if ENABLE_INPUT_SYSTEM
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_playerInput = GetComponent<PlayerInput>();
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#else
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Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
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#endif
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AssignAnimationIDs();
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// reset our timeouts on start
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_jumpTimeoutDelta = JumpTimeout;
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_fallTimeoutDelta = FallTimeout;
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}
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private void Update()
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{
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_hasAnimator = TryGetComponent(out _animator);
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JumpAndGravity();
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GroundedCheck();
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Move();
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}
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private void LateUpdate()
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{
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CameraRotation();
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}
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private void AssignAnimationIDs()
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{
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_animIDSpeed = Animator.StringToHash("Speed");
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_animIDGrounded = Animator.StringToHash("Grounded");
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_animIDJump = Animator.StringToHash("Jump");
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_animIDFreeFall = Animator.StringToHash("FreeFall");
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_animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
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}
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private void GroundedCheck()
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{
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// set sphere position, with offset
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Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset,
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transform.position.z);
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Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers,
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QueryTriggerInteraction.Ignore);
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// update animator if using character
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if (_hasAnimator)
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{
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_animator.SetBool(_animIDGrounded, Grounded);
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}
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}
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private void CameraRotation()
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{
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// if there is an input and camera position is not fixed
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if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
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{
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//Don't multiply mouse input by Time.deltaTime;
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float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
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_cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier;
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_cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier;
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}
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// clamp our rotations so our values are limited 360 degrees
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_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
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_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
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// Cinemachine will follow this target
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CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride,
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_cinemachineTargetYaw, 0.0f);
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}
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private void Move()
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{
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// set target speed based on move speed, sprint speed and if sprint is pressed
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float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
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// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
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// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
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// if there is no input, set the target speed to 0
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if (_input.move == Vector2.zero) targetSpeed = 0.0f;
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// a reference to the players current horizontal velocity
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float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
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float speedOffset = 0.1f;
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float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
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// accelerate or decelerate to target speed
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if (currentHorizontalSpeed < targetSpeed - speedOffset ||
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currentHorizontalSpeed > targetSpeed + speedOffset)
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{
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// creates curved result rather than a linear one giving a more organic speed change
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// note T in Lerp is clamped, so we don't need to clamp our speed
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_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude,
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Time.deltaTime * SpeedChangeRate);
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// round speed to 3 decimal places
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_speed = Mathf.Round(_speed * 1000f) / 1000f;
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}
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else
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{
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_speed = targetSpeed;
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}
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_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
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if (_animationBlend < 0.01f) _animationBlend = 0f;
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// normalise input direction
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Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
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// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
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// if there is a move input rotate player when the player is moving
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if (_input.move != Vector2.zero)
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{
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_targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
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_mainCamera.transform.eulerAngles.y;
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float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity,
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RotationSmoothTime);
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// rotate to face input direction relative to camera position
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transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
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}
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Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
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// move the player
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_controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
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new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
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// update animator if using character
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if (_hasAnimator)
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{
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_animator.SetFloat(_animIDSpeed, _animationBlend);
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_animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
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}
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}
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private void JumpAndGravity()
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{
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if (Grounded)
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{
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// reset the fall timeout timer
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_fallTimeoutDelta = FallTimeout;
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// update animator if using character
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if (_hasAnimator)
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{
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_animator.SetBool(_animIDJump, false);
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_animator.SetBool(_animIDFreeFall, false);
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}
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// stop our velocity dropping infinitely when grounded
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if (_verticalVelocity < 0.0f)
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{
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_verticalVelocity = -2f;
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}
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// Jump
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if (_input.jump && _jumpTimeoutDelta <= 0.0f)
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{
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// the square root of H * -2 * G = how much velocity needed to reach desired height
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_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
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// update animator if using character
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if (_hasAnimator)
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{
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_animator.SetBool(_animIDJump, true);
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}
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}
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// jump timeout
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if (_jumpTimeoutDelta >= 0.0f)
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{
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_jumpTimeoutDelta -= Time.deltaTime;
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}
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}
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else
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{
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// reset the jump timeout timer
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_jumpTimeoutDelta = JumpTimeout;
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// fall timeout
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if (_fallTimeoutDelta >= 0.0f)
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{
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_fallTimeoutDelta -= Time.deltaTime;
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}
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else
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{
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// update animator if using character
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if (_hasAnimator)
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{
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_animator.SetBool(_animIDFreeFall, true);
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}
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}
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// if we are not grounded, do not jump
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_input.jump = false;
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}
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// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
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if (_verticalVelocity < _terminalVelocity)
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{
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_verticalVelocity += Gravity * Time.deltaTime;
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}
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}
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private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
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{
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if (lfAngle < -360f) lfAngle += 360f;
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if (lfAngle > 360f) lfAngle -= 360f;
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return Mathf.Clamp(lfAngle, lfMin, lfMax);
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}
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private void OnDrawGizmosSelected()
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{
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Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
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Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
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if (Grounded) Gizmos.color = transparentGreen;
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else Gizmos.color = transparentRed;
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// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
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Gizmos.DrawSphere(
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new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z),
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GroundedRadius);
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}
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private void OnFootstep(AnimationEvent animationEvent)
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{
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if (animationEvent.animatorClipInfo.weight > 0.5f)
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{
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if (FootstepAudioClips.Length > 0)
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{
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var index = Random.Range(0, FootstepAudioClips.Length);
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AudioSource.PlayClipAtPoint(FootstepAudioClips[index], transform.TransformPoint(_controller.center), FootstepAudioVolume);
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}
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}
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}
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private void OnLand(AnimationEvent animationEvent)
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{
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if (animationEvent.animatorClipInfo.weight > 0.5f)
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{
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AudioSource.PlayClipAtPoint(LandingAudioClip, transform.TransformPoint(_controller.center), FootstepAudioVolume);
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}
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}
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}
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} |