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110 lines
4.2 KiB
C#
110 lines
4.2 KiB
C#
6 months ago
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using UnityEngine;
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using System.Collections;
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namespace RootMotion.Demos {
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/// <summary>
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/// Contols animation for a third person person controller.
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/// </summary>
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public class CharacterAnimationThirdPerson: CharacterAnimationBase {
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public CharacterThirdPerson characterController;
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[SerializeField] float turnSensitivity = 0.2f; // Animator turning sensitivity
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[SerializeField] float turnSpeed = 5f; // Animator turning interpolation speed
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[SerializeField] float runCycleLegOffset = 0.2f; // The offset of leg positions in the running cycle
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[Range(0.1f,3f)] [SerializeField] float animSpeedMultiplier = 1; // How much the animation of the character will be multiplied by
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protected Animator animator;
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private Vector3 lastForward;
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private const string groundedDirectional = "Grounded Directional", groundedStrafe = "Grounded Strafe";
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private float deltaAngle;
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private float jumpLeg;
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private bool lastJump;
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protected override void Start() {
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base.Start();
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animator = GetComponent<Animator>();
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lastForward = transform.forward;
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}
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public override Vector3 GetPivotPoint() {
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return animator.pivotPosition;
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}
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// Is the Animator playing the grounded animations?
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public override bool animationGrounded {
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get {
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return animator.GetCurrentAnimatorStateInfo(0).IsName(groundedDirectional) || animator.GetCurrentAnimatorStateInfo(0).IsName(groundedStrafe);
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}
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}
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// Update the Animator with the current state of the character controller
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protected virtual void Update() {
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if (Time.deltaTime == 0f) return;
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animatePhysics = animator.updateMode == AnimatorUpdateMode.AnimatePhysics;
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// Jumping
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if (characterController.animState.jump) {
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if (!lastJump)
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{
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float runCycle = Mathf.Repeat(animator.GetCurrentAnimatorStateInfo(0).normalizedTime + runCycleLegOffset, 1);
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float jumpLeg = (runCycle < 0.5f ? 1 : -1) * characterController.animState.moveDirection.z;
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animator.SetFloat("JumpLeg", jumpLeg);
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}
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}
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lastJump = characterController.animState.jump;
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// Calculate the angular delta in character rotation
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float angle = -GetAngleFromForward(lastForward) - deltaAngle;
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deltaAngle = 0f;
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lastForward = transform.forward;
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angle *= turnSensitivity * 0.01f;
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angle = Mathf.Clamp(angle / Time.deltaTime, -1f, 1f);
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// Update Animator params
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animator.SetFloat("Turn", Mathf.Lerp(animator.GetFloat("Turn"), angle, Time.deltaTime * turnSpeed));
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animator.SetFloat("Forward", characterController.animState.moveDirection.z);
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animator.SetFloat("Right", characterController.animState.moveDirection.x);
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animator.SetBool("Crouch", characterController.animState.crouch);
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animator.SetBool("OnGround", characterController.animState.onGround);
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animator.SetBool("IsStrafing", characterController.animState.isStrafing);
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if (!characterController.animState.onGround) {
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animator.SetFloat ("Jump", characterController.animState.yVelocity);
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}
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if (characterController.doubleJumpEnabled) animator.SetBool("DoubleJump", characterController.animState.doubleJump);
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characterController.animState.doubleJump = false;
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// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector
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if (characterController.animState.onGround && characterController.animState.moveDirection.z > 0f) {
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animator.speed = animSpeedMultiplier;
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} else {
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// but we don't want to use that while airborne
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animator.speed = 1;
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}
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}
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// Call OnAnimatorMove manually on the character controller because it doesn't have the Animator component
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void OnAnimatorMove() {
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// For not using root rotation in Turn value calculation
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Vector3 f = animator.deltaRotation * Vector3.forward;
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deltaAngle += Mathf.Atan2(f.x, f.z) * Mathf.Rad2Deg;
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if (characterController.fullRootMotion)
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{
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characterController.transform.position += animator.deltaPosition;
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characterController.transform.rotation *= animator.deltaRotation;
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}
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else
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{
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characterController.Move(animator.deltaPosition, animator.deltaRotation);
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}
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}
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}
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}
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