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78 lines
2.2 KiB
C#
78 lines
2.2 KiB
C#
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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/// The base abstract class for all character animation controllers.
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/// </summary>
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public abstract class CharacterAnimationBase: MonoBehaviour {
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public bool smoothFollow = true;
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public float smoothFollowSpeed = 20f;
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protected bool animatePhysics;
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private Vector3 lastPosition;
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private Vector3 localPosition;
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private Quaternion localRotation;
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private Quaternion lastRotation;
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// Gets the rotation pivot of the character
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public virtual Vector3 GetPivotPoint() {
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return transform.position;
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}
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// Is the animator playing the grounded state?
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public virtual bool animationGrounded {
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get {
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return true;
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}
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}
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// Gets angle around y axis from a world space direction
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public float GetAngleFromForward(Vector3 worldDirection) {
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Vector3 local = transform.InverseTransformDirection(worldDirection);
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return Mathf.Atan2 (local.x, local.z) * Mathf.Rad2Deg;
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}
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protected virtual void Start() {
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if (transform.parent.GetComponent<CharacterBase>() == null) {
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Debug.LogWarning("Animation controllers should be parented to character controllers!", transform);
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}
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lastPosition = transform.position;
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localPosition = transform.localPosition;
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lastRotation = transform.rotation;
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localRotation = transform.localRotation;
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}
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protected virtual void LateUpdate() {
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if (animatePhysics) return;
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SmoothFollow();
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}
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// Smooth interpolation of character position. Helps to smooth out hectic rigidbody motion
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protected virtual void FixedUpdate() {
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if (!animatePhysics) return;
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SmoothFollow();
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}
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private void SmoothFollow() {
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if (smoothFollow) {
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transform.position = Vector3.Lerp(lastPosition, transform.parent.TransformPoint(localPosition), Time.deltaTime * smoothFollowSpeed);
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transform.rotation = Quaternion.Lerp(lastRotation, transform.parent.rotation * localRotation, Time.deltaTime * smoothFollowSpeed);
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} else
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{
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transform.localPosition = localPosition;
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transform.localRotation = localRotation;
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}
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lastPosition = transform.position;
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lastRotation = transform.rotation;
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}
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}
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}
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