310 lines
8.5 KiB
C#
310 lines
8.5 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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namespace StarterAssets
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{
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[RequireComponent(typeof(CharacterController))]
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[RequireComponent(typeof(PlayerInput))]
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public class ThirdPersonController : MonoBehaviour
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{
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[Header("Player")]
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[Tooltip("Move speed of the character in m/s")]
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public float MoveSpeed = 2f;
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[Tooltip("Sprint speed of the character in m/s")]
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public float SprintSpeed = 5.335f;
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[Tooltip("How fast the character turns to face movement direction")]
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[Range(0f, 0.3f)]
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public float RotationSmoothTime = 0.12f;
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[Tooltip("Acceleration and deceleration")]
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public float SpeedChangeRate = 10f;
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public AudioClip LandingAudioClip;
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public AudioClip[] FootstepAudioClips;
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[Range(0f, 1f)]
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public float FootstepAudioVolume = 0.5f;
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[Space(10f)]
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[Tooltip("The height the player can jump")]
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public float JumpHeight = 1.2f;
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[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
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public float Gravity = -15f;
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[Space(10f)]
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[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
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public float JumpTimeout = 0.5f;
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[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
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public float FallTimeout = 0.15f;
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[Header("Player Grounded")]
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[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
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public bool Grounded = true;
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[Tooltip("Useful for rough ground")]
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public float GroundedOffset = -0.14f;
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[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
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public float GroundedRadius = 0.28f;
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[Tooltip("What layers the character uses as ground")]
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public LayerMask GroundLayers;
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[Header("Cinemachine")]
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[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
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public GameObject CinemachineCameraTarget;
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[Tooltip("How far in degrees can you move the camera up")]
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public float TopClamp = 70f;
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[Tooltip("How far in degrees can you move the camera down")]
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public float BottomClamp = -30f;
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[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
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public float CameraAngleOverride;
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[Tooltip("For locking the camera position on all axis")]
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public bool LockCameraPosition;
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private float _cinemachineTargetYaw;
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private float _cinemachineTargetPitch;
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private float _speed;
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private float _animationBlend;
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private float _targetRotation;
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private float _rotationVelocity;
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private float _verticalVelocity;
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private float _terminalVelocity = 53f;
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private float _jumpTimeoutDelta;
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private float _fallTimeoutDelta;
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private int _animIDSpeed;
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private int _animIDGrounded;
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private int _animIDJump;
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private int _animIDFreeFall;
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private int _animIDMotionSpeed;
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private Animator _animator;
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private CharacterController _controller;
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private GameObject _mainCamera;
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private const float _threshold = 0.01f;
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private bool _hasAnimator;
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private bool IsCurrentDeviceMouse => true;
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private void Awake()
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{
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if (_mainCamera == null)
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{
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_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
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}
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}
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private void Start()
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{
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_cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
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_hasAnimator = TryGetComponent<Animator>(out _animator);
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_controller = GetComponent<CharacterController>();
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AssignAnimationIDs();
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_jumpTimeoutDelta = JumpTimeout;
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_fallTimeoutDelta = FallTimeout;
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}
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private void Update()
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{
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_hasAnimator = TryGetComponent<Animator>(out _animator);
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JumpAndGravity();
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GroundedCheck();
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Move();
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}
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private void LateUpdate()
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{
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CameraRotation();
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}
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private void AssignAnimationIDs()
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{
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_animIDSpeed = Animator.StringToHash("Speed");
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_animIDGrounded = Animator.StringToHash("Grounded");
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_animIDJump = Animator.StringToHash("Jump");
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_animIDFreeFall = Animator.StringToHash("FreeFall");
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_animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
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}
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private void GroundedCheck()
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{
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Vector3 position = new Vector3(base.transform.position.x, base.transform.position.y - GroundedOffset, base.transform.position.z);
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Grounded = Physics.CheckSphere(position, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
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if (_hasAnimator)
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{
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_animator.SetBool(_animIDGrounded, Grounded);
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}
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}
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private void CameraRotation()
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{
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Vector2 vector = new Vector2(Input.GetAxis("Mouse X"), 0f - Input.GetAxis("Mouse Y"));
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if (vector.sqrMagnitude >= 0.01f && !LockCameraPosition)
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{
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float num = (IsCurrentDeviceMouse ? 1f : Time.deltaTime);
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_cinemachineTargetYaw += vector.x * num;
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_cinemachineTargetPitch += vector.y * num;
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}
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_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
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_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
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CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, _cinemachineTargetYaw, 0f);
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}
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private void Move()
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{
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float num = ((Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) ? SprintSpeed : MoveSpeed);
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Vector2 vector = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
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if (vector == Vector2.zero)
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{
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num = 0f;
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}
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float magnitude = new Vector3(_controller.velocity.x, 0f, _controller.velocity.z).magnitude;
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float num2 = 0.1f;
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float magnitude2 = vector.magnitude;
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if (magnitude < num - num2 || magnitude > num + num2)
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{
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_speed = Mathf.Lerp(magnitude, num * magnitude2, Time.deltaTime * SpeedChangeRate);
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_speed = Mathf.Round(_speed * 1000f) / 1000f;
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}
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else
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{
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_speed = num;
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}
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_animationBlend = Mathf.Lerp(_animationBlend, num, Time.deltaTime * SpeedChangeRate);
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if (_animationBlend < 0.01f)
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{
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_animationBlend = 0f;
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}
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Vector3 normalized = new Vector3(vector.x, 0f, vector.y).normalized;
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if (vector != Vector2.zero)
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{
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_targetRotation = Mathf.Atan2(normalized.x, normalized.z) * 57.29578f + _mainCamera.transform.eulerAngles.y;
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float y = Mathf.SmoothDampAngle(base.transform.eulerAngles.y, _targetRotation, ref _rotationVelocity, RotationSmoothTime);
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base.transform.rotation = Quaternion.Euler(0f, y, 0f);
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}
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Vector3 vector2 = Quaternion.Euler(0f, _targetRotation, 0f) * Vector3.forward;
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_controller.Move(vector2.normalized * (_speed * Time.deltaTime) + new Vector3(0f, _verticalVelocity, 0f) * Time.deltaTime);
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if (_hasAnimator)
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{
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_animator.SetFloat(_animIDSpeed, _animationBlend);
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_animator.SetFloat(_animIDMotionSpeed, magnitude2);
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}
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}
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private void JumpAndGravity()
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{
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bool keyDown = Input.GetKeyDown(KeyCode.Space);
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if (Grounded)
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{
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_fallTimeoutDelta = FallTimeout;
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if (_hasAnimator)
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{
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_animator.SetBool(_animIDJump, value: false);
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_animator.SetBool(_animIDFreeFall, value: false);
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}
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if (_verticalVelocity < 0f)
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{
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_verticalVelocity = -2f;
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}
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if (keyDown && _jumpTimeoutDelta <= 0f)
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{
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_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
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if (_hasAnimator)
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{
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_animator.SetBool(_animIDJump, value: true);
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}
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}
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if (_jumpTimeoutDelta >= 0f)
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{
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_jumpTimeoutDelta -= Time.deltaTime;
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}
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}
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else
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{
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_jumpTimeoutDelta = JumpTimeout;
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if (_fallTimeoutDelta >= 0f)
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{
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_fallTimeoutDelta -= Time.deltaTime;
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}
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else if (_hasAnimator)
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{
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_animator.SetBool(_animIDFreeFall, value: true);
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}
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}
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if (_verticalVelocity < _terminalVelocity)
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{
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_verticalVelocity += Gravity * Time.deltaTime;
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}
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}
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private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
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{
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if (lfAngle < -360f)
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{
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lfAngle += 360f;
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}
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if (lfAngle > 360f)
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{
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lfAngle -= 360f;
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}
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return Mathf.Clamp(lfAngle, lfMin, lfMax);
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}
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private void OnDrawGizmosSelected()
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{
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Color color = new Color(0f, 1f, 0f, 0.35f);
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Color color2 = new Color(1f, 0f, 0f, 0.35f);
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if (Grounded)
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{
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Gizmos.color = color;
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}
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else
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{
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Gizmos.color = color2;
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}
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Gizmos.DrawSphere(new Vector3(base.transform.position.x, base.transform.position.y - GroundedOffset, base.transform.position.z), GroundedRadius);
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}
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private void OnFootstep(AnimationEvent animationEvent)
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{
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if (animationEvent.animatorClipInfo.weight > 0.5f && FootstepAudioClips.Length != 0)
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{
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Random.Range(0, FootstepAudioClips.Length);
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}
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}
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private void OnLand(AnimationEvent animationEvent)
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{
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_ = animationEvent.animatorClipInfo.weight;
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_ = 0.5f;
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}
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}
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}
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