using UnityEngine; using System.Collections; namespace RootMotion.Demos { // The simplest multi-purpose locomotion controller for demo purposes. Can use root motion, simple procedural motion or the CharacterController public class SimpleLocomotion : MonoBehaviour { // The character rotation mode [System.Serializable] public enum RotationMode { Smooth, Linear } [Tooltip("The component that updates the camera.")] public CameraController cameraController; [Tooltip("Acceleration of movement.")] public float accelerationTime = 0.2f; [Tooltip("Turning speed.")] public float turnTime = 0.2f; [Tooltip("If true, will run on left shift, if not will walk on left shift.")] public bool walkByDefault = true; [Tooltip("Smooth or linear rotation.")] public RotationMode rotationMode; [Tooltip("Procedural motion speed (if not using root motion).")] public float moveSpeed = 3f; // Is the character grounded (using very simple y < something here for simplicity's sake)? public bool isGrounded { get; private set; } private Animator animator; private float speed; private float angleVel; private float speedVel; private Vector3 linearTargetDirection; private CharacterController characterController; void Start() { animator = GetComponent(); characterController = GetComponent(); cameraController.enabled = false; } void Update() { // Very basic planar method, should use collision events isGrounded = transform.position.y < 0.1f; Rotate(); Move(); } void LateUpdate() { // Update the camera last cameraController.UpdateInput(); cameraController.UpdateTransform(); } private void Rotate() { if (!isGrounded) return; // Updating the rotation of the character Vector3 inputVector = GetInputVector(); if (inputVector == Vector3.zero) return; Vector3 forward = transform.forward; switch(rotationMode) { case RotationMode.Smooth: Vector3 targetDirection = cameraController.transform.rotation * inputVector; float angleForward = Mathf.Atan2(forward.x, forward.z) * Mathf.Rad2Deg; float angleTarget = Mathf.Atan2(targetDirection.x, targetDirection.z) * Mathf.Rad2Deg; // Smoothly rotating the character float angle = Mathf.SmoothDampAngle(angleForward, angleTarget, ref angleVel, turnTime); transform.rotation = Quaternion.AngleAxis(angle, Vector3.up); break; case RotationMode.Linear: Vector3 inputVectorRaw = GetInputVectorRaw(); if (inputVectorRaw != Vector3.zero) linearTargetDirection = cameraController.transform.rotation * inputVectorRaw; forward = Vector3.RotateTowards(forward, linearTargetDirection, Time.deltaTime * (1f /turnTime), 1f); forward.y = 0f; transform.rotation = Quaternion.LookRotation(forward); break; } } private void Move() { // Speed interpolation float speedTarget = walkByDefault? (Input.GetKey(KeyCode.LeftShift)? 1f: 0.5f): (Input.GetKey(KeyCode.LeftShift)? 0.5f: 1f); speed = Mathf.SmoothDamp(speed, speedTarget, ref speedVel, accelerationTime); // Moving the character by root motion float s = GetInputVector().magnitude * speed; animator.SetFloat("Speed", s); // Procedural motion if we don't have root motion bool proceduralMotion = !animator.hasRootMotion && isGrounded; if (proceduralMotion) { Vector3 move = transform.forward * s * moveSpeed; if (characterController != null) { characterController.SimpleMove(move); } else { transform.position += move * Time.deltaTime; } } } // Reads the Input to get the movement direction. private Vector3 GetInputVector() { Vector3 d = new Vector3( Input.GetAxis("Horizontal"), 0f, Input.GetAxis("Vertical") ); d.z += Mathf.Abs(d.x) * 0.05f; d.x -= Mathf.Abs(d.z) * 0.05f; return d; } private Vector3 GetInputVectorRaw() { return new Vector3( Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical") ); } } }