using UnityEngine;
using System.Collections;
namespace RootMotion.Demos {
///
/// Third person character controller. This class is based on the ThirdPersonCharacter.cs of the Unity Exmaple Assets.
///
public class CharacterThirdPerson : CharacterBase {
// Is the character always rotating to face the move direction or is he strafing?
[System.Serializable]
public enum MoveMode {
Directional,
Strafe
}
// Animation state
public struct AnimState {
public Vector3 moveDirection; // the forward speed
public bool jump; // should the character be jumping?
public bool crouch; // should the character be crouching?
public bool onGround; // is the character grounded
public bool isStrafing; // should the character always rotate to face the move direction or strafe?
public float yVelocity; // y velocity of the character
public bool doubleJump;
}
[Header("References")]
public CharacterAnimationBase characterAnimation; // the animation controller
public UserControlThirdPerson userControl; // user input
public CameraController cam; // Camera controller (optional). If assigned will update the camera in LateUpdate only if character moves
[Header("Movement")]
public MoveMode moveMode; // Is the character always rotating to face the move direction or is he strafing?
public bool smoothPhysics = true; // If true, will use interpolation to smooth out the fixed time step.
public float smoothAccelerationTime = 0.2f; // The smooth acceleration of the speed of the character (using Vector3.SmoothDamp)
public float linearAccelerationSpeed = 3f; // The linear acceleration of the speed of the character (using Vector3.MoveTowards)
public float platformFriction = 7f; // the acceleration of adapting the velocities of moving platforms
public float groundStickyEffect = 4f; // power of 'stick to ground' effect - prevents bumping down slopes.
public float maxVerticalVelocityOnGround = 3f; // the maximum y velocity while the character is grounded
public float velocityToGroundTangentWeight = 0f; // the weight of rotating character velocity vector to the ground tangent
[Header("Rotation")]
public bool lookInCameraDirection; // should the character be looking in the same direction that the camera is facing
public float turnSpeed = 5f; // additional turn speed added when the player is moving (added to animation root rotation)
public float stationaryTurnSpeedMlp = 1f; // additional turn speed added when the player is stationary (added to animation root rotation)
[Header("Jumping and Falling")]
public bool smoothJump = true; // If true, adds jump force over a few fixed time steps, not in a single step
public float airSpeed = 6f; // determines the max speed of the character while airborne
public float airControl = 2f; // determines the response speed of controlling the character while airborne
public float jumpPower = 12f; // determines the jump force applied when jumping (and therefore the jump height)
public float jumpRepeatDelayTime = 0f; // amount of time that must elapse between landing and being able to jump again
public bool doubleJumpEnabled;
public float doubleJumpPowerMlp = 1f;
[Header("Wall Running")]
public LayerMask wallRunLayers; // walkable vertical surfaces
public float wallRunMaxLength = 1f; // max duration of a wallrun
public float wallRunMinMoveMag = 0.6f; // the minumum magnitude of the user control input move vector
public float wallRunMinVelocityY = -1f; // the minimum vertical velocity of doing a wall run
public float wallRunRotationSpeed = 1.5f; // the speed of rotating the character to the wall normal
public float wallRunMaxRotationAngle = 70f; // max angle of character rotation
public float wallRunWeightSpeed = 5f; // the speed of blending in/out the wall running effect
[Header("Crouching")]
public float crouchCapsuleScaleMlp = 0.6f; // the capsule collider scale multiplier while crouching
///
/// Enable this while playing an animation that should be driven 100% by root motion, such as climbing walls
///
public bool fullRootMotion { get; set; }
public bool onGround { get; private set; }
public AnimState animState = new AnimState();
protected Vector3 moveDirection; // The current move direction of the character in Strafe move mode
private Animator animator;
private Vector3 normal, platformVelocity, platformAngularVelocity;
private RaycastHit hit;
private float jumpLeg, jumpEndTime, forwardMlp, groundDistance, lastAirTime, stickyForce;
private Vector3 wallNormal = Vector3.up;
private Vector3 moveDirectionVelocity;
private float wallRunWeight;
private float lastWallRunWeight;
private float fixedDeltaTime;
private Vector3 fixedDeltaPosition;
private Quaternion fixedDeltaRotation = Quaternion.identity;
private bool fixedFrame;
private float wallRunEndTime;
private Vector3 gravity;
private Vector3 verticalVelocity;
private float velocityY;
private bool doubleJumped;
private bool jumpReleased;
// Use this for initialization
protected override void Start () {
base.Start();
animator = GetComponent();
if (animator == null) animator = characterAnimation.GetComponent();
wallNormal = -gravity.normalized;
onGround = true;
animState.onGround = true;
if (cam != null) cam.enabled = false;
}
void OnAnimatorMove() {
Move (animator.deltaPosition, animator.deltaRotation);
}
// When the Animator moves
public override void Move(Vector3 deltaPosition, Quaternion deltaRotation) {
// Accumulate delta position, update in FixedUpdate to maintain consitency
fixedDeltaTime += Time.deltaTime;
fixedDeltaPosition += deltaPosition;
fixedDeltaRotation *= deltaRotation;
}
void FixedUpdate() {
gravity = fullRootMotion? Vector3.zero: GetGravity();
verticalVelocity = V3Tools.ExtractVertical(r.velocity, gravity, 1f);
velocityY = verticalVelocity.magnitude;
if (Vector3.Dot(verticalVelocity, gravity) > 0f) velocityY = -velocityY;
// Smoothing out the fixed time step
r.interpolation = smoothPhysics? RigidbodyInterpolation.Interpolate: RigidbodyInterpolation.None;
characterAnimation.smoothFollow = smoothPhysics;
// Move
MoveFixed(fixedDeltaPosition);
fixedDeltaTime = 0f;
fixedDeltaPosition = Vector3.zero;
r.MoveRotation(transform.rotation * fixedDeltaRotation);
fixedDeltaRotation = Quaternion.identity;
Rotate();
GroundCheck (); // detect and stick to ground
// Friction
if (userControl.state.move == Vector3.zero && groundDistance < airborneThreshold * 0.5f) HighFriction();
else ZeroFriction();
bool stopSlide = !fullRootMotion && onGround && userControl.state.move == Vector3.zero && r.velocity.magnitude < 0.5f && groundDistance < airborneThreshold * 0.5f;
// Individual gravity
if (gravityTarget != null) {
r.useGravity = false;
if (!stopSlide) r.AddForce(gravity);
}
if (stopSlide) {
r.useGravity = false;
r.velocity = Vector3.zero;
} else if (gravityTarget == null) r.useGravity = true;
if (onGround) {
// Jumping
animState.jump = Jump();
jumpReleased = false;
doubleJumped = false;
} else {
if (!userControl.state.jump) jumpReleased = true;
//r.AddForce(gravity * gravityMultiplier);
if (jumpReleased && userControl.state.jump && !doubleJumped && doubleJumpEnabled) {
jumpEndTime = Time.time + 0.1f;
animState.doubleJump = true;
Vector3 jumpVelocity = userControl.state.move * airSpeed;
r.velocity = jumpVelocity;
r.velocity += transform.up * jumpPower * doubleJumpPowerMlp;
doubleJumped = true;
}
}
// Scale the capsule colllider while crouching
ScaleCapsule(userControl.state.crouch? crouchCapsuleScaleMlp: 1f);
fixedFrame = true;
}
protected virtual void Update() {
// Fill in animState
animState.onGround = onGround;
animState.moveDirection = GetMoveDirection();
animState.yVelocity = Mathf.Lerp(animState.yVelocity, velocityY, Time.deltaTime * 10f);
animState.crouch = userControl.state.crouch;
animState.isStrafing = moveMode == MoveMode.Strafe;
}
protected virtual void LateUpdate() {
if (cam == null) return;
cam.UpdateInput();
if (!fixedFrame && r.interpolation == RigidbodyInterpolation.None) return;
// Update camera only if character moves
cam.UpdateTransform(r.interpolation == RigidbodyInterpolation.None? Time.fixedDeltaTime: Time.deltaTime);
fixedFrame = false;
}
private void MoveFixed(Vector3 deltaPosition) {
// Process horizontal wall-running
WallRun();
Vector3 velocity = fixedDeltaTime > 0f? deltaPosition / fixedDeltaTime: Vector3.zero;
// Add velocity of the rigidbody the character is standing on
if (!fullRootMotion)
{
velocity += V3Tools.ExtractHorizontal(platformVelocity, gravity, 1f);
if (onGround)
{
// Rotate velocity to ground tangent
if (velocityToGroundTangentWeight > 0f)
{
Quaternion rotation = Quaternion.FromToRotation(transform.up, normal);
velocity = Quaternion.Lerp(Quaternion.identity, rotation, velocityToGroundTangentWeight) * velocity;
}
}
else
{
// Air move
//Vector3 airMove = new Vector3 (userControl.state.move.x * airSpeed, 0f, userControl.state.move.z * airSpeed);
Vector3 airMove = V3Tools.ExtractHorizontal(userControl.state.move * airSpeed, gravity, 1f);
velocity = Vector3.Lerp(r.velocity, airMove, Time.deltaTime * airControl);
}
if (onGround && Time.time > jumpEndTime)
{
r.velocity = r.velocity - transform.up * stickyForce * Time.deltaTime;
}
// Vertical velocity
Vector3 verticalVelocity = V3Tools.ExtractVertical(r.velocity, gravity, 1f);
Vector3 horizontalVelocity = V3Tools.ExtractHorizontal(velocity, gravity, 1f);
if (onGround)
{
if (Vector3.Dot(verticalVelocity, gravity) < 0f)
{
verticalVelocity = Vector3.ClampMagnitude(verticalVelocity, maxVerticalVelocityOnGround);
}
}
r.velocity = horizontalVelocity + verticalVelocity;
} else
{
r.velocity = velocity;
}
// Dampering forward speed on the slopes (Not working since Unity 2017.2)
//float slopeDamper = !onGround? 1f: GetSlopeDamper(-deltaPosition / Time.deltaTime, normal);
//forwardMlp = Mathf.Lerp(forwardMlp, slopeDamper, Time.deltaTime * 5f);
forwardMlp = 1f;
}
// Processing horizontal wall running
private void WallRun() {
bool canWallRun = CanWallRun();
// Remove flickering in and out of wall-running
if (wallRunWeight > 0f && !canWallRun) wallRunEndTime = Time.time;
if (Time.time < wallRunEndTime + 0.5f) canWallRun = false;
wallRunWeight = Mathf.MoveTowards(wallRunWeight, (canWallRun? 1f: 0f), Time.deltaTime * wallRunWeightSpeed);
if (wallRunWeight <= 0f) {
// Reset
if (lastWallRunWeight > 0f) {
Vector3 frw = V3Tools.ExtractHorizontal(transform.forward, gravity, 1f);
transform.rotation = Quaternion.LookRotation(frw, -gravity);
wallNormal = -gravity.normalized;
}
}
lastWallRunWeight = wallRunWeight;
if (wallRunWeight <= 0f) return;
// Make sure the character won't fall down
if (onGround && velocityY < 0f) r.velocity = V3Tools.ExtractHorizontal(r.velocity, gravity, 1f);
// transform.forward flattened
Vector3 f = V3Tools.ExtractHorizontal(transform.forward, gravity, 1f);
// Raycasting to find a walkable wall
RaycastHit velocityHit = new RaycastHit();
velocityHit.normal = -gravity.normalized;
Physics.Raycast(onGround? transform.position: capsule.bounds.center, f, out velocityHit, 3f, wallRunLayers);
// Finding the normal to rotate to
wallNormal = Vector3.Lerp(wallNormal, velocityHit.normal, Time.deltaTime * wallRunRotationSpeed);
// Clamping wall normal to max rotation angle
wallNormal = Vector3.RotateTowards(-gravity.normalized, wallNormal, wallRunMaxRotationAngle * Mathf.Deg2Rad, 0f);
// Get transform.forward ortho-normalized to the wall normal
Vector3 fW = transform.forward;
Vector3 nW = wallNormal;
Vector3.OrthoNormalize(ref nW, ref fW);
// Rotate from upright to wall normal
transform.rotation = Quaternion.Slerp(Quaternion.LookRotation(f, -gravity), Quaternion.LookRotation(fW, wallNormal), wallRunWeight);
}
// Should the character be enabled to do a wall run?
private bool CanWallRun() {
if (fullRootMotion) return false;
if (Time.time < jumpEndTime - 0.1f) return false;
if (Time.time > jumpEndTime - 0.1f + wallRunMaxLength) return false;
if (velocityY < wallRunMinVelocityY) return false;
if (userControl.state.move.magnitude < wallRunMinMoveMag) return false;
return true;
}
// Get the move direction of the character relative to the character rotation
private Vector3 GetMoveDirection() {
switch(moveMode) {
case MoveMode.Directional:
moveDirection = Vector3.SmoothDamp(moveDirection, new Vector3(0f, 0f, userControl.state.move.magnitude), ref moveDirectionVelocity, smoothAccelerationTime);
moveDirection = Vector3.MoveTowards(moveDirection, new Vector3(0f, 0f, userControl.state.move.magnitude), Time.deltaTime * linearAccelerationSpeed);
return moveDirection * forwardMlp;
case MoveMode.Strafe:
moveDirection = Vector3.SmoothDamp(moveDirection, userControl.state.move, ref moveDirectionVelocity, smoothAccelerationTime);
moveDirection = Vector3.MoveTowards(moveDirection, userControl.state.move, Time.deltaTime * linearAccelerationSpeed);
return transform.InverseTransformDirection(moveDirection);
}
return Vector3.zero;
}
// Rotate the character
protected virtual void Rotate() {
if (gravityTarget != null) r.MoveRotation (Quaternion.FromToRotation(transform.up, transform.position - gravityTarget.position) * transform.rotation);
if (platformAngularVelocity != Vector3.zero) r.MoveRotation (Quaternion.Euler(platformAngularVelocity) * transform.rotation);
float angle = GetAngleFromForward(GetForwardDirection());
if (userControl.state.move == Vector3.zero) angle *= (1.01f - (Mathf.Abs(angle) / 180f)) * stationaryTurnSpeedMlp;
// Rotating the character
//RigidbodyRotateAround(characterAnimation.GetPivotPoint(), transform.up, angle * Time.deltaTime * turnSpeed);
r.MoveRotation(Quaternion.AngleAxis(angle * Time.deltaTime * turnSpeed, transform.up) * r.rotation);
}
// Which way to look at?
private Vector3 GetForwardDirection() {
bool isMoving = userControl.state.move != Vector3.zero;
switch (moveMode) {
case MoveMode.Directional:
if (isMoving) return userControl.state.move;
return lookInCameraDirection? userControl.state.lookPos - r.position: transform.forward;
case MoveMode.Strafe:
if (isMoving) return userControl.state.lookPos - r.position;
return lookInCameraDirection? userControl.state.lookPos - r.position: transform.forward;
}
return Vector3.zero;
}
protected virtual bool Jump() {
// check whether conditions are right to allow a jump:
if (!userControl.state.jump) return false;
if (userControl.state.crouch) return false;
if (!characterAnimation.animationGrounded) return false;
if (Time.time < lastAirTime + jumpRepeatDelayTime) return false;
// Jump
onGround = false;
jumpEndTime = Time.time + 0.1f;
Vector3 jumpVelocity = userControl.state.move * airSpeed;
jumpVelocity += transform.up * jumpPower;
if (smoothJump)
{
StopAllCoroutines();
StartCoroutine(JumpSmooth(jumpVelocity - r.velocity));
} else
{
r.velocity = jumpVelocity;
}
return true;
}
// Add jump velocity smoothly to avoid puppets launching to space when unpinned during jump acceleration
private IEnumerator JumpSmooth(Vector3 jumpVelocity)
{
int steps = 0;
int stepsToTake = 3;
while (steps < stepsToTake)
{
r.AddForce((jumpVelocity) / stepsToTake, ForceMode.VelocityChange);
steps++;
yield return new WaitForFixedUpdate();
}
}
// Is the character grounded?
private void GroundCheck () {
Vector3 platformVelocityTarget = Vector3.zero;
platformAngularVelocity = Vector3.zero;
float stickyForceTarget = 0f;
// Spherecasting
hit = GetSpherecastHit();
//normal = hit.normal;
normal = transform.up;
//groundDistance = r.position.y - hit.point.y;
groundDistance = Vector3.Project(r.position - hit.point, transform.up).magnitude;
// if not jumping...
bool findGround = Time.time > jumpEndTime && velocityY < jumpPower * 0.5f;
if (findGround) {
bool g = onGround;
onGround = false;
// The distance of considering the character grounded
float groundHeight = !g? airborneThreshold * 0.5f: airborneThreshold;
//Vector3 horizontalVelocity = r.velocity;
Vector3 horizontalVelocity = V3Tools.ExtractHorizontal(r.velocity, gravity, 1f);
float velocityF = horizontalVelocity.magnitude;
if (groundDistance < groundHeight) {
// Force the character on the ground
stickyForceTarget = groundStickyEffect * velocityF * groundHeight;
// On moving platforms
if (hit.rigidbody != null) {
platformVelocityTarget = hit.rigidbody.GetPointVelocity(hit.point);
platformAngularVelocity = Vector3.Project(hit.rigidbody.angularVelocity, transform.up);
}
// Flag the character grounded
onGround = true;
}
}
// Interpolate the additive velocity of the platform the character might be standing on
platformVelocity = Vector3.Lerp(platformVelocity, platformVelocityTarget, Time.deltaTime * platformFriction);
if (fullRootMotion) stickyForce = 0f;
stickyForce = stickyForceTarget;//Mathf.Lerp(stickyForce, stickyForceTarget, Time.deltaTime * 5f);
// remember when we were last in air, for jump delay
if (!onGround) lastAirTime = Time.time;
}
}
}