using UnityEngine; namespace RootMotion.Demos { [RequireComponent(typeof(Rigidbody))] [RequireComponent(typeof(CapsuleCollider))] 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; public float airborneThreshold = 0.6f; public float slopeStartAngle = 50f; public float slopeEndAngle = 85f; public float spherecastRadius = 0.1f; public LayerMask groundLayers; 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 - base.transform.position).normalized * Physics.gravity.magnitude; } return Physics.gravity; } protected virtual void Start() { capsule = GetComponent() as CapsuleCollider; r = GetComponent(); originalHeight = capsule.height; originalCenter = capsule.center; zeroFrictionMaterial = new PhysicMaterial(); zeroFrictionMaterial.dynamicFriction = 0f; zeroFrictionMaterial.staticFriction = 0f; zeroFrictionMaterial.frictionCombine = PhysicMaterialCombine.Minimum; zeroFrictionMaterial.bounciness = 0f; zeroFrictionMaterial.bounceCombine = PhysicMaterialCombine.Minimum; highFrictionMaterial = new PhysicMaterial(); r.constraints = RigidbodyConstraints.FreezeRotation; } protected virtual RaycastHit GetSpherecastHit() { Vector3 up = base.transform.up; Ray ray = new Ray(r.position + up * airborneThreshold, -up); RaycastHit hitInfo = new RaycastHit { point = base.transform.position - base.transform.transform.up * airborneThreshold, normal = base.transform.up }; Physics.SphereCast(ray, spherecastRadius, out hitInfo, airborneThreshold * 2f, groundLayers); return hitInfo; } public float GetAngleFromForward(Vector3 worldDirection) { Vector3 vector = base.transform.InverseTransformDirection(worldDirection); return Mathf.Atan2(vector.x, vector.z) * 57.29578f; } protected void RigidbodyRotateAround(Vector3 point, Vector3 axis, float angle) { Quaternion quaternion = Quaternion.AngleAxis(angle, axis); Vector3 vector = base.transform.position - point; r.MovePosition(point + quaternion * vector); r.MoveRotation(quaternion * base.transform.rotation); } protected void ScaleCapsule(float mlp) { if (capsule.height != originalHeight * mlp) { capsule.height = Mathf.MoveTowards(capsule.height, originalHeight * mlp, Time.deltaTime * 4f); capsule.center = Vector3.MoveTowards(capsule.center, originalCenter * mlp, Time.deltaTime * 2f); } } protected void HighFriction() { capsule.material = highFrictionMaterial; } protected void ZeroFriction() { capsule.material = zeroFrictionMaterial; } protected float GetSlopeDamper(Vector3 velocity, Vector3 groundNormal) { float num = 90f - Vector3.Angle(velocity, groundNormal); num -= slopeStartAngle; float num2 = slopeEndAngle - slopeStartAngle; return 1f - Mathf.Clamp(num / num2, 0f, 1f); } } }