You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
119 lines
4.5 KiB
C#
119 lines
4.5 KiB
C#
using UnityEngine;
|
|
using System.Collections;
|
|
|
|
namespace RootMotion.Demos {
|
|
|
|
/// <summary>
|
|
/// The base abstract class for all character controllers, provides common functionality.
|
|
/// </summary>
|
|
public abstract class CharacterBase: MonoBehaviour {
|
|
|
|
[Header("Base Parameters")]
|
|
|
|
[Tooltip("If specified, will use the direction from the character to this Transform as the gravity vector instead of Physics.gravity. Physics.gravity.magnitude will be used as the magnitude of the gravity vector.")]
|
|
public Transform gravityTarget;
|
|
|
|
[Tooltip("Multiplies gravity applied to the character even if 'Individual Gravity' is unchecked.")]
|
|
public float gravityMultiplier = 2f; // gravity modifier - often higher than natural gravity feels right for game characters
|
|
|
|
public float airborneThreshold = 0.6f; // Height from ground after which the character is considered airborne
|
|
public float slopeStartAngle = 50f; // The start angle of velocity dampering on slopes
|
|
public float slopeEndAngle = 85f; // The end angle of velocity dampering on slopes
|
|
public float spherecastRadius = 0.1f; // The radius of sperecasting
|
|
public LayerMask groundLayers; // The walkable layers
|
|
|
|
private PhysicMaterial zeroFrictionMaterial;
|
|
private PhysicMaterial highFrictionMaterial;
|
|
protected Rigidbody r;
|
|
protected const float half = 0.5f;
|
|
protected float originalHeight;
|
|
protected Vector3 originalCenter;
|
|
protected CapsuleCollider capsule;
|
|
|
|
public abstract void Move(Vector3 deltaPosition, Quaternion deltaRotation);
|
|
|
|
protected Vector3 GetGravity() {
|
|
if (gravityTarget != null) {
|
|
return (gravityTarget.position - transform.position).normalized * Physics.gravity.magnitude;
|
|
}
|
|
|
|
return Physics.gravity;
|
|
}
|
|
|
|
protected virtual void Start() {
|
|
capsule = GetComponent<Collider>() as CapsuleCollider;
|
|
r = GetComponent<Rigidbody>();
|
|
|
|
// Store the collider volume
|
|
originalHeight = capsule.height;
|
|
originalCenter = capsule.center;
|
|
|
|
// Physics materials
|
|
zeroFrictionMaterial = new PhysicMaterial();
|
|
zeroFrictionMaterial.dynamicFriction = 0f;
|
|
zeroFrictionMaterial.staticFriction = 0f;
|
|
zeroFrictionMaterial.frictionCombine = PhysicMaterialCombine.Minimum;
|
|
zeroFrictionMaterial.bounciness = 0f;
|
|
zeroFrictionMaterial.bounceCombine = PhysicMaterialCombine.Minimum;
|
|
|
|
highFrictionMaterial = new PhysicMaterial();
|
|
|
|
// Making sure rigidbody rotation is fixed
|
|
r.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
|
|
}
|
|
|
|
// Spherecast from the root to find ground height
|
|
protected virtual RaycastHit GetSpherecastHit() {
|
|
Vector3 up = transform.up;
|
|
Ray ray = new Ray (r.position + up * airborneThreshold, -up);
|
|
RaycastHit h = new RaycastHit();
|
|
h.point = transform.position - transform.transform.up * airborneThreshold;
|
|
h.normal = transform.up;
|
|
|
|
Physics.SphereCast(ray, spherecastRadius, out h, airborneThreshold * 2f, groundLayers);
|
|
return h;
|
|
}
|
|
|
|
// Gets angle around y axis from a world space direction
|
|
public float GetAngleFromForward(Vector3 worldDirection) {
|
|
Vector3 local = transform.InverseTransformDirection(worldDirection);
|
|
return Mathf.Atan2 (local.x, local.z) * Mathf.Rad2Deg;
|
|
}
|
|
|
|
// Rotate a rigidbody around a point and axis by angle
|
|
protected void RigidbodyRotateAround(Vector3 point, Vector3 axis, float angle) {
|
|
Quaternion rotation = Quaternion.AngleAxis(angle, axis);
|
|
Vector3 d = transform.position - point;
|
|
r.MovePosition(point + rotation * d);
|
|
r.MoveRotation(rotation * transform.rotation);
|
|
}
|
|
|
|
// Scale the capsule collider to 'mlp' of the initial value
|
|
protected void ScaleCapsule (float mlp) {
|
|
if (capsule.height != originalHeight * mlp) {
|
|
capsule.height = Mathf.MoveTowards (capsule.height, originalHeight * mlp, Time.deltaTime * 4);
|
|
capsule.center = Vector3.MoveTowards (capsule.center, originalCenter * mlp, Time.deltaTime * 2);
|
|
}
|
|
}
|
|
|
|
// Set the collider to high friction material
|
|
protected void HighFriction() {
|
|
capsule.material = highFrictionMaterial;
|
|
}
|
|
|
|
// Set the collider to zero friction material
|
|
protected void ZeroFriction() {
|
|
capsule.material = zeroFrictionMaterial;
|
|
}
|
|
|
|
// Get the damper of velocity on the slopes
|
|
protected float GetSlopeDamper(Vector3 velocity, Vector3 groundNormal) {
|
|
float angle = 90f - Vector3.Angle(velocity, groundNormal);
|
|
angle -= slopeStartAngle;
|
|
float range = slopeEndAngle - slopeStartAngle;
|
|
return 1f - Mathf.Clamp(angle / range, 0f, 1f);
|
|
}
|
|
}
|
|
|
|
}
|