using UnityEngine; namespace Artngame.GIPROXY { [RequireComponent(typeof(CharacterController))] [RequireComponent(typeof(AudioSource))] public class FirstPersonControllerGIPROXY : MonoBehaviour { [SerializeField] private bool m_IsWalking; [SerializeField] private float m_WalkSpeed; [SerializeField] private float m_RunSpeed; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; [SerializeField] private float m_JumpSpeed; [SerializeField] private float m_StickToGroundForce; [SerializeField] private float m_GravityMultiplier; [SerializeField] private bool m_UseFovKick; [SerializeField] private bool m_UseHeadBob; [SerializeField] private float m_StepInterval; [SerializeField] private AudioClip[] m_FootstepSounds; [SerializeField] private AudioClip m_JumpSound; [SerializeField] private AudioClip m_LandSound; private Camera m_Camera; private bool m_Jump; private float m_YRotation; private Vector2 m_Input; private Vector3 m_MoveDir = Vector3.zero; private CharacterController m_CharacterController; private CollisionFlags m_CollisionFlags; private bool m_PreviouslyGrounded; private Vector3 m_OriginalCameraPosition; private float m_StepCycle; private float m_NextStep; private bool m_Jumping; private AudioSource m_AudioSource; private void Start() { m_CharacterController = GetComponent(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_StepCycle = 0f; m_NextStep = m_StepCycle / 2f; m_Jumping = false; m_AudioSource = GetComponent(); } private void Update() { RotateView(); _ = m_Jump; if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; } private void PlayLandingSound() { m_AudioSource.clip = m_LandSound; m_AudioSource.Play(); m_NextStep = m_StepCycle + 0.5f; } private void FixedUpdate() { GetInput(out var speed); Vector3 vector = base.transform.forward * m_Input.y + base.transform.right * m_Input.x; Physics.SphereCast(base.transform.position, m_CharacterController.radius, Vector3.down, out var hitInfo, m_CharacterController.height / 2f, -1, QueryTriggerInteraction.Ignore); vector = Vector3.ProjectOnPlane(vector, hitInfo.normal).normalized; m_MoveDir.x = vector.x * speed; m_MoveDir.z = vector.z * speed; if (m_CharacterController.isGrounded) { m_MoveDir.y = 0f - m_StickToGroundForce; if (m_Jump) { m_MoveDir.y = m_JumpSpeed; PlayJumpSound(); m_Jump = false; m_Jumping = true; } } else { m_MoveDir += Physics.gravity * m_GravityMultiplier * Time.fixedDeltaTime; } m_CollisionFlags = m_CharacterController.Move(m_MoveDir * Time.fixedDeltaTime); ProgressStepCycle(speed); UpdateCameraPosition(speed); } private void PlayJumpSound() { m_AudioSource.clip = m_JumpSound; m_AudioSource.Play(); } private void ProgressStepCycle(float speed) { if (m_CharacterController.velocity.sqrMagnitude > 0f && (m_Input.x != 0f || m_Input.y != 0f)) { m_StepCycle += (m_CharacterController.velocity.magnitude + speed * (m_IsWalking ? 1f : m_RunstepLenghten)) * Time.fixedDeltaTime; } if (m_StepCycle > m_NextStep) { m_NextStep = m_StepCycle + m_StepInterval; PlayFootStepAudio(); } } private void PlayFootStepAudio() { if (m_CharacterController.isGrounded) { int num = Random.Range(1, m_FootstepSounds.Length); m_AudioSource.clip = m_FootstepSounds[num]; m_AudioSource.PlayOneShot(m_AudioSource.clip); m_FootstepSounds[num] = m_FootstepSounds[0]; m_FootstepSounds[0] = m_AudioSource.clip; } } private void UpdateCameraPosition(float speed) { if (m_UseHeadBob) { Vector3 localPosition; if (m_CharacterController.velocity.magnitude > 0f && m_CharacterController.isGrounded) { localPosition = (m_Camera.transform.localPosition = m_Camera.transform.localPosition); localPosition.y = m_Camera.transform.localPosition.y; } else { localPosition = m_Camera.transform.localPosition; localPosition.y = m_OriginalCameraPosition.y; } m_Camera.transform.localPosition = localPosition; } } private void GetInput(out float speed) { float axis = Input.GetAxis("Horizontal"); float axis2 = Input.GetAxis("Vertical"); bool isWalking = m_IsWalking; m_IsWalking = !Input.GetKey(KeyCode.LeftShift); speed = (m_IsWalking ? m_WalkSpeed : m_RunSpeed); m_Input = new Vector2(axis, axis2); if (m_Input.sqrMagnitude > 1f) { m_Input.Normalize(); } if (m_IsWalking != isWalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0f) { StopAllCoroutines(); } } private void RotateView() { } private void OnControllerColliderHit(ControllerColliderHit hit) { Rigidbody attachedRigidbody = hit.collider.attachedRigidbody; if (m_CollisionFlags != CollisionFlags.Below && !(attachedRigidbody == null) && !attachedRigidbody.isKinematic) { attachedRigidbody.AddForceAtPosition(m_CharacterController.velocity * 0.1f, hit.point, ForceMode.Impulse); } } } }