character controller is working
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@@ -6,15 +6,13 @@ namespace Code.Gameplay.Camera
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{
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{
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public class CameraController : MonoBehaviour
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public class CameraController : MonoBehaviour
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{
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{
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[Header("Settings")]
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[SerializeField] private float rotationSpeed = 0.3f;
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[SerializeField] private float rotationSpeed = 300f;
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[SerializeField] private float rotationSharpness = 50f;
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[SerializeField] private float rotationSharpness = 10f;
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[SerializeField] private float followSharpness = 50f;
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[SerializeField] private float followSharpness = 10f;
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[SerializeField] private float minVerticalAngle = -60f;
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[SerializeField] private float minVerticalAngle = -90f;
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[SerializeField] private float maxVerticalAngle = 60f;
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[SerializeField] private float maxVerticalAngle = 90f;
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[SerializeField] private float defaultVerticalAngle;
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[SerializeField] private float defaultVerticalAngle = 0f;
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[Header("Target")]
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[SerializeField] private Transform followTransform;
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[SerializeField] private Transform followTransform;
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private UnityEngine.Camera _camera;
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private UnityEngine.Camera _camera;
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@@ -50,7 +48,7 @@ namespace Code.Gameplay.Camera
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private void LateUpdate()
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private void LateUpdate()
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{
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{
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if (followTransform != null)
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if (followTransform)
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{
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{
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UpdateCamera(Time.deltaTime, GetLookInput());
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UpdateCamera(Time.deltaTime, GetLookInput());
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}
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}
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@@ -58,27 +56,22 @@ namespace Code.Gameplay.Camera
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private void UpdateCamera(float deltaTime, Vector3 lookInput)
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private void UpdateCamera(float deltaTime, Vector3 lookInput)
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{
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{
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// Handle rotation
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var targetRotation = HandleRotation(deltaTime, lookInput);
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Quaternion targetRotation = HandleRotation(deltaTime, lookInput);
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// Handle position
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HandlePosition(deltaTime, targetRotation);
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HandlePosition(deltaTime, targetRotation);
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}
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}
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private Quaternion HandleRotation(float deltaTime, Vector3 lookInput)
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private Quaternion HandleRotation(float deltaTime, Vector3 lookInput)
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{
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{
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// Horizontal rotation
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var horizontalRotation = Quaternion.Euler(Vector3.up * (lookInput.x * rotationSpeed));
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Quaternion horizontalRotation = Quaternion.Euler(Vector3.up * (lookInput.x * rotationSpeed));
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_planarDirection = horizontalRotation * _planarDirection;
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_planarDirection = horizontalRotation * _planarDirection;
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Quaternion planarRotation = Quaternion.LookRotation(_planarDirection, followTransform.up);
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var planarRotation = Quaternion.LookRotation(_planarDirection, followTransform.up);
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// Vertical rotation
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_targetVerticalAngle -= lookInput.y * rotationSpeed;
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_targetVerticalAngle -= lookInput.y * rotationSpeed;
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_targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, minVerticalAngle, maxVerticalAngle);
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_targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, minVerticalAngle, maxVerticalAngle);
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Quaternion verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
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var verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
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// Combine and apply
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var targetRotation = planarRotation * verticalRotation;
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Quaternion targetRotation = planarRotation * verticalRotation;
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, deltaTime * rotationSharpness);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, deltaTime * rotationSharpness);
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return targetRotation;
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return targetRotation;
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@@ -97,12 +90,9 @@ namespace Code.Gameplay.Camera
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private Vector3 GetLookInput()
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private Vector3 GetLookInput()
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{
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{
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// Получите здесь ваш инпут (например, из Input System)
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return _inputService.LookInput;
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// Это пример для стандартного инпута:
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return _inputService.MoveInput;
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}
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}
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// Публичные методы для получения данных
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public Quaternion GetCameraRotation()
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public Quaternion GetCameraRotation()
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{
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{
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return transform.rotation;
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return transform.rotation;
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@@ -113,15 +103,14 @@ namespace Code.Gameplay.Camera
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return _planarDirection;
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return _planarDirection;
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}
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}
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// Метод для установки цели следования
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public void SetFollowTransform(Transform target)
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public void SetFollowTransform(Transform target)
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{
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{
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followTransform = target;
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followTransform = target;
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if (target != null)
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{
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if (target == null) return;
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_currentFollowPosition = target.position;
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_currentFollowPosition = target.position;
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_planarDirection = target.forward;
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_planarDirection = target.forward;
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}
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}
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}
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}
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}
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}
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}
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@@ -1,3 +1,4 @@
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using Code.DI;
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using Code.Gameplay.Camera;
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using Code.Gameplay.Camera;
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using Code.Gameplay.Character.Controller;
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using Code.Gameplay.Character.Controller;
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using Code.Input;
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using Code.Input;
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@@ -15,6 +16,11 @@ namespace Code.Gameplay.Character.Core
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private IInputService _inputService;
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private IInputService _inputService;
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private void Start()
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{
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_inputService = FindFirstObjectByType<DIContainer>().Resolve<IInputService>();
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}
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public void Teleport(Vector3 position, Quaternion rotation)
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public void Teleport(Vector3 position, Quaternion rotation)
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{
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{
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customCharacterController.SetPosition(position);
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customCharacterController.SetPosition(position);
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@@ -22,7 +22,7 @@ namespace Code.Gameplay.Character.Controller
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public void SetPosition(Vector3 position) => motor.SetPosition(position);
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public void SetPosition(Vector3 position) => motor.SetPosition(position);
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public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
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public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
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private void Construct()
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private void Start()
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{
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{
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_inputHandler = new CharacterInputHandler(
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_inputHandler = new CharacterInputHandler(
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sprintAngleThreshold
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sprintAngleThreshold
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@@ -32,6 +32,7 @@ namespace Code.Input
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{
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{
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var map = _inputActionAsset.actionMaps[(int)ActionMapping.Gameplay];
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var map = _inputActionAsset.actionMaps[(int)ActionMapping.Gameplay];
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BindVector2(map, "Move", v => MoveInput = v);
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BindVector2(map, "Move", v => MoveInput = v);
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BindVector2(map, "Look", v => LookInput = v);
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BindButton(map, "Jump", v => JumpPressed = v);
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BindButton(map, "Jump", v => JumpPressed = v);
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BindButton(map, "Sprint", v => SprintHeld = v);
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BindButton(map, "Sprint", v => SprintHeld = v);
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BindButton(map, "Attack", v => AttackPressed = v);
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BindButton(map, "Attack", v => AttackPressed = v);
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+2
-2
@@ -1,3 +1,3 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 6c532ef1913b4c80be438be2b66525e3
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guid: 80db5060cf83494192805ee6ee7a6229
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timeCreated: 1771430858
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timeCreated: 1771835156
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@@ -0,0 +1,26 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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namespace Code.UI
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{
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public class MainMenuController : MonoBehaviour
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{
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[SerializeField] private Button playButton;
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private void Start()
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{
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playButton.onClick.AddListener(LoadGameplay);
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}
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private void LoadGameplay()
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{
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SceneManager.LoadScene("Gameplay");
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}
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private void OnDestroy()
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{
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playButton.onClick.RemoveAllListeners();
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}
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}
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}
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assetPath: Assets/KinematicCharacterController/APIReference.zip
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-179
@@ -1,179 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace KinematicCharacterController.Examples
|
|
||||||
{
|
|
||||||
public class ExampleCharacterCamera : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Framing")]
|
|
||||||
public Camera Camera;
|
|
||||||
public Vector2 FollowPointFraming = new Vector2(0f, 0f);
|
|
||||||
public float FollowingSharpness = 10000f;
|
|
||||||
|
|
||||||
[Header("Distance")]
|
|
||||||
public float DefaultDistance = 6f;
|
|
||||||
public float MinDistance = 0f;
|
|
||||||
public float MaxDistance = 10f;
|
|
||||||
public float DistanceMovementSpeed = 5f;
|
|
||||||
public float DistanceMovementSharpness = 10f;
|
|
||||||
|
|
||||||
[Header("Rotation")]
|
|
||||||
public bool InvertX = false;
|
|
||||||
public bool InvertY = false;
|
|
||||||
[Range(-90f, 90f)]
|
|
||||||
public float DefaultVerticalAngle = 20f;
|
|
||||||
[Range(-90f, 90f)]
|
|
||||||
public float MinVerticalAngle = -90f;
|
|
||||||
[Range(-90f, 90f)]
|
|
||||||
public float MaxVerticalAngle = 90f;
|
|
||||||
public float RotationSpeed = 1f;
|
|
||||||
public float RotationSharpness = 10000f;
|
|
||||||
public bool RotateWithPhysicsMover = false;
|
|
||||||
|
|
||||||
[Header("Obstruction")]
|
|
||||||
public float ObstructionCheckRadius = 0.2f;
|
|
||||||
public LayerMask ObstructionLayers = -1;
|
|
||||||
public float ObstructionSharpness = 10000f;
|
|
||||||
public List<Collider> IgnoredColliders = new List<Collider>();
|
|
||||||
|
|
||||||
public Transform Transform { get; private set; }
|
|
||||||
public Transform FollowTransform { get; private set; }
|
|
||||||
|
|
||||||
public Vector3 PlanarDirection { get; set; }
|
|
||||||
public float TargetDistance { get; set; }
|
|
||||||
|
|
||||||
private bool _distanceIsObstructed;
|
|
||||||
private float _currentDistance;
|
|
||||||
private float _targetVerticalAngle;
|
|
||||||
private RaycastHit _obstructionHit;
|
|
||||||
private int _obstructionCount;
|
|
||||||
private RaycastHit[] _obstructions = new RaycastHit[MaxObstructions];
|
|
||||||
private float _obstructionTime;
|
|
||||||
private Vector3 _currentFollowPosition;
|
|
||||||
|
|
||||||
private const int MaxObstructions = 32;
|
|
||||||
|
|
||||||
void OnValidate()
|
|
||||||
{
|
|
||||||
DefaultDistance = Mathf.Clamp(DefaultDistance, MinDistance, MaxDistance);
|
|
||||||
DefaultVerticalAngle = Mathf.Clamp(DefaultVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Awake()
|
|
||||||
{
|
|
||||||
Transform = this.transform;
|
|
||||||
|
|
||||||
_currentDistance = DefaultDistance;
|
|
||||||
TargetDistance = _currentDistance;
|
|
||||||
|
|
||||||
_targetVerticalAngle = 0f;
|
|
||||||
|
|
||||||
PlanarDirection = Vector3.forward;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set the transform that the camera will orbit around
|
|
||||||
public void SetFollowTransform(Transform t)
|
|
||||||
{
|
|
||||||
FollowTransform = t;
|
|
||||||
PlanarDirection = FollowTransform.forward;
|
|
||||||
_currentFollowPosition = FollowTransform.position;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
|
|
||||||
{
|
|
||||||
if (FollowTransform)
|
|
||||||
{
|
|
||||||
if (InvertX)
|
|
||||||
{
|
|
||||||
rotationInput.x *= -1f;
|
|
||||||
}
|
|
||||||
if (InvertY)
|
|
||||||
{
|
|
||||||
rotationInput.y *= -1f;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Process rotation input
|
|
||||||
Quaternion rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
|
|
||||||
PlanarDirection = rotationFromInput * PlanarDirection;
|
|
||||||
PlanarDirection = Vector3.Cross(FollowTransform.up, Vector3.Cross(PlanarDirection, FollowTransform.up));
|
|
||||||
Quaternion planarRot = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
|
||||||
|
|
||||||
_targetVerticalAngle -= (rotationInput.y * RotationSpeed);
|
|
||||||
_targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
|
|
||||||
Quaternion verticalRot = Quaternion.Euler(_targetVerticalAngle, 0, 0);
|
|
||||||
Quaternion targetRotation = Quaternion.Slerp(Transform.rotation, planarRot * verticalRot, 1f - Mathf.Exp(-RotationSharpness * deltaTime));
|
|
||||||
|
|
||||||
// Apply rotation
|
|
||||||
Transform.rotation = targetRotation;
|
|
||||||
|
|
||||||
// Process distance input
|
|
||||||
if (_distanceIsObstructed && Mathf.Abs(zoomInput) > 0f)
|
|
||||||
{
|
|
||||||
TargetDistance = _currentDistance;
|
|
||||||
}
|
|
||||||
TargetDistance += zoomInput * DistanceMovementSpeed;
|
|
||||||
TargetDistance = Mathf.Clamp(TargetDistance, MinDistance, MaxDistance);
|
|
||||||
|
|
||||||
// Find the smoothed follow position
|
|
||||||
_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-FollowingSharpness * deltaTime));
|
|
||||||
|
|
||||||
// Handle obstructions
|
|
||||||
{
|
|
||||||
RaycastHit closestHit = new RaycastHit();
|
|
||||||
closestHit.distance = Mathf.Infinity;
|
|
||||||
_obstructionCount = Physics.SphereCastNonAlloc(_currentFollowPosition, ObstructionCheckRadius, -Transform.forward, _obstructions, TargetDistance, ObstructionLayers, QueryTriggerInteraction.Ignore);
|
|
||||||
for (int i = 0; i < _obstructionCount; i++)
|
|
||||||
{
|
|
||||||
bool isIgnored = false;
|
|
||||||
for (int j = 0; j < IgnoredColliders.Count; j++)
|
|
||||||
{
|
|
||||||
if (IgnoredColliders[j] == _obstructions[i].collider)
|
|
||||||
{
|
|
||||||
isIgnored = true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for (int j = 0; j < IgnoredColliders.Count; j++)
|
|
||||||
{
|
|
||||||
if (IgnoredColliders[j] == _obstructions[i].collider)
|
|
||||||
{
|
|
||||||
isIgnored = true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!isIgnored && _obstructions[i].distance < closestHit.distance && _obstructions[i].distance > 0)
|
|
||||||
{
|
|
||||||
closestHit = _obstructions[i];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// If obstructions detecter
|
|
||||||
if (closestHit.distance < Mathf.Infinity)
|
|
||||||
{
|
|
||||||
_distanceIsObstructed = true;
|
|
||||||
_currentDistance = Mathf.Lerp(_currentDistance, closestHit.distance, 1 - Mathf.Exp(-ObstructionSharpness * deltaTime));
|
|
||||||
}
|
|
||||||
// If no obstruction
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_distanceIsObstructed = false;
|
|
||||||
_currentDistance = Mathf.Lerp(_currentDistance, TargetDistance, 1 - Mathf.Exp(-DistanceMovementSharpness * deltaTime));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Find the smoothed camera orbit position
|
|
||||||
Vector3 targetPosition = _currentFollowPosition - ((targetRotation * Vector3.forward) * _currentDistance);
|
|
||||||
|
|
||||||
// Handle framing
|
|
||||||
targetPosition += Transform.right * FollowPointFraming.x;
|
|
||||||
targetPosition += Transform.up * FollowPointFraming.y;
|
|
||||||
|
|
||||||
// Apply position
|
|
||||||
Transform.position = targetPosition;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
-19
@@ -1,19 +0,0 @@
|
|||||||
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timeCreated: 1485657083
|
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licenseType: Store
|
|
||||||
MonoImporter:
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|
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serializedVersion: 2
|
|
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defaultReferences: []
|
|
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executionOrder: 0
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|
|
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|
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assetBundleVariant:
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|
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serializedVersion: 1
|
|
||||||
productId: 99131
|
|
||||||
packageName: Kinematic Character Controller
|
|
||||||
packageVersion: 3.4.4
|
|
||||||
assetPath: Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs
|
|
||||||
uploadId: 505601
|
|
||||||
-516
@@ -1,516 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using KinematicCharacterController;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
namespace KinematicCharacterController.Examples
|
|
||||||
{
|
|
||||||
public enum CharacterState
|
|
||||||
{
|
|
||||||
Default,
|
|
||||||
}
|
|
||||||
|
|
||||||
public enum OrientationMethod
|
|
||||||
{
|
|
||||||
TowardsCamera,
|
|
||||||
TowardsMovement,
|
|
||||||
}
|
|
||||||
|
|
||||||
public struct PlayerCharacterInputs
|
|
||||||
{
|
|
||||||
public float MoveAxisForward;
|
|
||||||
public float MoveAxisRight;
|
|
||||||
public Quaternion CameraRotation;
|
|
||||||
public bool JumpDown;
|
|
||||||
public bool CrouchDown;
|
|
||||||
public bool CrouchUp;
|
|
||||||
}
|
|
||||||
|
|
||||||
public struct AICharacterInputs
|
|
||||||
{
|
|
||||||
public Vector3 MoveVector;
|
|
||||||
public Vector3 LookVector;
|
|
||||||
}
|
|
||||||
|
|
||||||
public enum BonusOrientationMethod
|
|
||||||
{
|
|
||||||
None,
|
|
||||||
TowardsGravity,
|
|
||||||
TowardsGroundSlopeAndGravity,
|
|
||||||
}
|
|
||||||
|
|
||||||
public class ExampleCharacterController : MonoBehaviour, ICharacterController
|
|
||||||
{
|
|
||||||
public KinematicCharacterMotor Motor;
|
|
||||||
|
|
||||||
[Header("Stable Movement")]
|
|
||||||
public float MaxStableMoveSpeed = 10f;
|
|
||||||
public float StableMovementSharpness = 15f;
|
|
||||||
public float OrientationSharpness = 10f;
|
|
||||||
public OrientationMethod OrientationMethod = OrientationMethod.TowardsCamera;
|
|
||||||
|
|
||||||
[Header("Air Movement")]
|
|
||||||
public float MaxAirMoveSpeed = 15f;
|
|
||||||
public float AirAccelerationSpeed = 15f;
|
|
||||||
public float Drag = 0.1f;
|
|
||||||
|
|
||||||
[Header("Jumping")]
|
|
||||||
public bool AllowJumpingWhenSliding = false;
|
|
||||||
public float JumpUpSpeed = 10f;
|
|
||||||
public float JumpScalableForwardSpeed = 10f;
|
|
||||||
public float JumpPreGroundingGraceTime = 0f;
|
|
||||||
public float JumpPostGroundingGraceTime = 0f;
|
|
||||||
|
|
||||||
[Header("Misc")]
|
|
||||||
public List<Collider> IgnoredColliders = new List<Collider>();
|
|
||||||
public BonusOrientationMethod BonusOrientationMethod = BonusOrientationMethod.None;
|
|
||||||
public float BonusOrientationSharpness = 10f;
|
|
||||||
public Vector3 Gravity = new Vector3(0, -30f, 0);
|
|
||||||
public Transform MeshRoot;
|
|
||||||
public Transform CameraFollowPoint;
|
|
||||||
public float CrouchedCapsuleHeight = 1f;
|
|
||||||
|
|
||||||
public CharacterState CurrentCharacterState { get; private set; }
|
|
||||||
|
|
||||||
private Collider[] _probedColliders = new Collider[8];
|
|
||||||
private RaycastHit[] _probedHits = new RaycastHit[8];
|
|
||||||
private Vector3 _moveInputVector;
|
|
||||||
private Vector3 _lookInputVector;
|
|
||||||
private bool _jumpRequested = false;
|
|
||||||
private bool _jumpConsumed = false;
|
|
||||||
private bool _jumpedThisFrame = false;
|
|
||||||
private float _timeSinceJumpRequested = Mathf.Infinity;
|
|
||||||
private float _timeSinceLastAbleToJump = 0f;
|
|
||||||
private Vector3 _internalVelocityAdd = Vector3.zero;
|
|
||||||
private bool _shouldBeCrouching = false;
|
|
||||||
private bool _isCrouching = false;
|
|
||||||
|
|
||||||
private Vector3 lastInnerNormal = Vector3.zero;
|
|
||||||
private Vector3 lastOuterNormal = Vector3.zero;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
// Handle initial state
|
|
||||||
TransitionToState(CharacterState.Default);
|
|
||||||
|
|
||||||
// Assign the characterController to the motor
|
|
||||||
Motor.CharacterController = this;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handles movement state transitions and enter/exit callbacks
|
|
||||||
/// </summary>
|
|
||||||
public void TransitionToState(CharacterState newState)
|
|
||||||
{
|
|
||||||
CharacterState tmpInitialState = CurrentCharacterState;
|
|
||||||
OnStateExit(tmpInitialState, newState);
|
|
||||||
CurrentCharacterState = newState;
|
|
||||||
OnStateEnter(newState, tmpInitialState);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Event when entering a state
|
|
||||||
/// </summary>
|
|
||||||
public void OnStateEnter(CharacterState state, CharacterState fromState)
|
|
||||||
{
|
|
||||||
switch (state)
|
|
||||||
{
|
|
||||||
case CharacterState.Default:
|
|
||||||
{
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Event when exiting a state
|
|
||||||
/// </summary>
|
|
||||||
public void OnStateExit(CharacterState state, CharacterState toState)
|
|
||||||
{
|
|
||||||
switch (state)
|
|
||||||
{
|
|
||||||
case CharacterState.Default:
|
|
||||||
{
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// This is called every frame by ExamplePlayer in order to tell the character what its inputs are
|
|
||||||
/// </summary>
|
|
||||||
public void SetInputs(ref PlayerCharacterInputs inputs)
|
|
||||||
{
|
|
||||||
// Clamp input
|
|
||||||
Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f);
|
|
||||||
|
|
||||||
// Calculate camera direction and rotation on the character plane
|
|
||||||
Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized;
|
|
||||||
if (cameraPlanarDirection.sqrMagnitude == 0f)
|
|
||||||
{
|
|
||||||
cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized;
|
|
||||||
}
|
|
||||||
Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp);
|
|
||||||
|
|
||||||
switch (CurrentCharacterState)
|
|
||||||
{
|
|
||||||
case CharacterState.Default:
|
|
||||||
{
|
|
||||||
// Move and look inputs
|
|
||||||
_moveInputVector = cameraPlanarRotation * moveInputVector;
|
|
||||||
|
|
||||||
switch (OrientationMethod)
|
|
||||||
{
|
|
||||||
case OrientationMethod.TowardsCamera:
|
|
||||||
_lookInputVector = cameraPlanarDirection;
|
|
||||||
break;
|
|
||||||
case OrientationMethod.TowardsMovement:
|
|
||||||
_lookInputVector = _moveInputVector.normalized;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Jumping input
|
|
||||||
if (inputs.JumpDown)
|
|
||||||
{
|
|
||||||
_timeSinceJumpRequested = 0f;
|
|
||||||
_jumpRequested = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Crouching input
|
|
||||||
if (inputs.CrouchDown)
|
|
||||||
{
|
|
||||||
_shouldBeCrouching = true;
|
|
||||||
|
|
||||||
if (!_isCrouching)
|
|
||||||
{
|
|
||||||
_isCrouching = true;
|
|
||||||
Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f);
|
|
||||||
MeshRoot.localScale = new Vector3(1f, 0.5f, 1f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (inputs.CrouchUp)
|
|
||||||
{
|
|
||||||
_shouldBeCrouching = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// This is called every frame by the AI script in order to tell the character what its inputs are
|
|
||||||
/// </summary>
|
|
||||||
public void SetInputs(ref AICharacterInputs inputs)
|
|
||||||
{
|
|
||||||
_moveInputVector = inputs.MoveVector;
|
|
||||||
_lookInputVector = inputs.LookVector;
|
|
||||||
}
|
|
||||||
|
|
||||||
private Quaternion _tmpTransientRot;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// (Called by KinematicCharacterMotor during its update cycle)
|
|
||||||
/// This is called before the character begins its movement update
|
|
||||||
/// </summary>
|
|
||||||
public void BeforeCharacterUpdate(float deltaTime)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// (Called by KinematicCharacterMotor during its update cycle)
|
|
||||||
/// This is where you tell your character what its rotation should be right now.
|
|
||||||
/// This is the ONLY place where you should set the character's rotation
|
|
||||||
/// </summary>
|
|
||||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
|
||||||
{
|
|
||||||
switch (CurrentCharacterState)
|
|
||||||
{
|
|
||||||
case CharacterState.Default:
|
|
||||||
{
|
|
||||||
if (_lookInputVector.sqrMagnitude > 0f && OrientationSharpness > 0f)
|
|
||||||
{
|
|
||||||
// Smoothly interpolate from current to target look direction
|
|
||||||
Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized;
|
|
||||||
|
|
||||||
// Set the current rotation (which will be used by the KinematicCharacterMotor)
|
|
||||||
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp);
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3 currentUp = (currentRotation * Vector3.up);
|
|
||||||
if (BonusOrientationMethod == BonusOrientationMethod.TowardsGravity)
|
|
||||||
{
|
|
||||||
// Rotate from current up to invert gravity
|
|
||||||
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
|
|
||||||
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
|
|
||||||
}
|
|
||||||
else if (BonusOrientationMethod == BonusOrientationMethod.TowardsGroundSlopeAndGravity)
|
|
||||||
{
|
|
||||||
if (Motor.GroundingStatus.IsStableOnGround)
|
|
||||||
{
|
|
||||||
Vector3 initialCharacterBottomHemiCenter = Motor.TransientPosition + (currentUp * Motor.Capsule.radius);
|
|
||||||
|
|
||||||
Vector3 smoothedGroundNormal = Vector3.Slerp(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
|
|
||||||
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGroundNormal) * currentRotation;
|
|
||||||
|
|
||||||
// Move the position to create a rotation around the bottom hemi center instead of around the pivot
|
|
||||||
Motor.SetTransientPosition(initialCharacterBottomHemiCenter + (currentRotation * Vector3.down * Motor.Capsule.radius));
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
|
|
||||||
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, Vector3.up, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
|
|
||||||
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// (Called by KinematicCharacterMotor during its update cycle)
|
|
||||||
/// This is where you tell your character what its velocity should be right now.
|
|
||||||
/// This is the ONLY place where you can set the character's velocity
|
|
||||||
/// </summary>
|
|
||||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
|
||||||
{
|
|
||||||
switch (CurrentCharacterState)
|
|
||||||
{
|
|
||||||
case CharacterState.Default:
|
|
||||||
{
|
|
||||||
// Ground movement
|
|
||||||
if (Motor.GroundingStatus.IsStableOnGround)
|
|
||||||
{
|
|
||||||
float currentVelocityMagnitude = currentVelocity.magnitude;
|
|
||||||
|
|
||||||
Vector3 effectiveGroundNormal = Motor.GroundingStatus.GroundNormal;
|
|
||||||
|
|
||||||
// Reorient velocity on slope
|
|
||||||
currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) * currentVelocityMagnitude;
|
|
||||||
|
|
||||||
// Calculate target velocity
|
|
||||||
Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp);
|
|
||||||
Vector3 reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized * _moveInputVector.magnitude;
|
|
||||||
Vector3 targetMovementVelocity = reorientedInput * MaxStableMoveSpeed;
|
|
||||||
|
|
||||||
// Smooth movement Velocity
|
|
||||||
currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1f - Mathf.Exp(-StableMovementSharpness * deltaTime));
|
|
||||||
}
|
|
||||||
// Air movement
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Add move input
|
|
||||||
if (_moveInputVector.sqrMagnitude > 0f)
|
|
||||||
{
|
|
||||||
Vector3 addedVelocity = _moveInputVector * AirAccelerationSpeed * deltaTime;
|
|
||||||
|
|
||||||
Vector3 currentVelocityOnInputsPlane = Vector3.ProjectOnPlane(currentVelocity, Motor.CharacterUp);
|
|
||||||
|
|
||||||
// Limit air velocity from inputs
|
|
||||||
if (currentVelocityOnInputsPlane.magnitude < MaxAirMoveSpeed)
|
|
||||||
{
|
|
||||||
// clamp addedVel to make total vel not exceed max vel on inputs plane
|
|
||||||
Vector3 newTotal = Vector3.ClampMagnitude(currentVelocityOnInputsPlane + addedVelocity, MaxAirMoveSpeed);
|
|
||||||
addedVelocity = newTotal - currentVelocityOnInputsPlane;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Make sure added vel doesn't go in the direction of the already-exceeding velocity
|
|
||||||
if (Vector3.Dot(currentVelocityOnInputsPlane, addedVelocity) > 0f)
|
|
||||||
{
|
|
||||||
addedVelocity = Vector3.ProjectOnPlane(addedVelocity, currentVelocityOnInputsPlane.normalized);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Prevent air-climbing sloped walls
|
|
||||||
if (Motor.GroundingStatus.FoundAnyGround)
|
|
||||||
{
|
|
||||||
if (Vector3.Dot(currentVelocity + addedVelocity, addedVelocity) > 0f)
|
|
||||||
{
|
|
||||||
Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized;
|
|
||||||
addedVelocity = Vector3.ProjectOnPlane(addedVelocity, perpenticularObstructionNormal);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Apply added velocity
|
|
||||||
currentVelocity += addedVelocity;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Gravity
|
|
||||||
currentVelocity += Gravity * deltaTime;
|
|
||||||
|
|
||||||
// Drag
|
|
||||||
currentVelocity *= (1f / (1f + (Drag * deltaTime)));
|
|
||||||
}
|
|
||||||
|
|
||||||
// Handle jumping
|
|
||||||
_jumpedThisFrame = false;
|
|
||||||
_timeSinceJumpRequested += deltaTime;
|
|
||||||
if (_jumpRequested)
|
|
||||||
{
|
|
||||||
// See if we actually are allowed to jump
|
|
||||||
if (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))
|
|
||||||
{
|
|
||||||
// Calculate jump direction before ungrounding
|
|
||||||
Vector3 jumpDirection = Motor.CharacterUp;
|
|
||||||
if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround)
|
|
||||||
{
|
|
||||||
jumpDirection = Motor.GroundingStatus.GroundNormal;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Makes the character skip ground probing/snapping on its next update.
|
|
||||||
// If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see.
|
|
||||||
Motor.ForceUnground();
|
|
||||||
|
|
||||||
// Add to the return velocity and reset jump state
|
|
||||||
currentVelocity += (jumpDirection * JumpUpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp);
|
|
||||||
currentVelocity += (_moveInputVector * JumpScalableForwardSpeed);
|
|
||||||
_jumpRequested = false;
|
|
||||||
_jumpConsumed = true;
|
|
||||||
_jumpedThisFrame = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Take into account additive velocity
|
|
||||||
if (_internalVelocityAdd.sqrMagnitude > 0f)
|
|
||||||
{
|
|
||||||
currentVelocity += _internalVelocityAdd;
|
|
||||||
_internalVelocityAdd = Vector3.zero;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// (Called by KinematicCharacterMotor during its update cycle)
|
|
||||||
/// This is called after the character has finished its movement update
|
|
||||||
/// </summary>
|
|
||||||
public void AfterCharacterUpdate(float deltaTime)
|
|
||||||
{
|
|
||||||
switch (CurrentCharacterState)
|
|
||||||
{
|
|
||||||
case CharacterState.Default:
|
|
||||||
{
|
|
||||||
// Handle jump-related values
|
|
||||||
{
|
|
||||||
// Handle jumping pre-ground grace period
|
|
||||||
if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime)
|
|
||||||
{
|
|
||||||
_jumpRequested = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround)
|
|
||||||
{
|
|
||||||
// If we're on a ground surface, reset jumping values
|
|
||||||
if (!_jumpedThisFrame)
|
|
||||||
{
|
|
||||||
_jumpConsumed = false;
|
|
||||||
}
|
|
||||||
_timeSinceLastAbleToJump = 0f;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Keep track of time since we were last able to jump (for grace period)
|
|
||||||
_timeSinceLastAbleToJump += deltaTime;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Handle uncrouching
|
|
||||||
if (_isCrouching && !_shouldBeCrouching)
|
|
||||||
{
|
|
||||||
// Do an overlap test with the character's standing height to see if there are any obstructions
|
|
||||||
Motor.SetCapsuleDimensions(0.5f, 2f, 1f);
|
|
||||||
if (Motor.CharacterOverlap(
|
|
||||||
Motor.TransientPosition,
|
|
||||||
Motor.TransientRotation,
|
|
||||||
_probedColliders,
|
|
||||||
Motor.CollidableLayers,
|
|
||||||
QueryTriggerInteraction.Ignore) > 0)
|
|
||||||
{
|
|
||||||
// If obstructions, just stick to crouching dimensions
|
|
||||||
Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// If no obstructions, uncrouch
|
|
||||||
MeshRoot.localScale = new Vector3(1f, 1f, 1f);
|
|
||||||
_isCrouching = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void PostGroundingUpdate(float deltaTime)
|
|
||||||
{
|
|
||||||
// Handle landing and leaving ground
|
|
||||||
if (Motor.GroundingStatus.IsStableOnGround && !Motor.LastGroundingStatus.IsStableOnGround)
|
|
||||||
{
|
|
||||||
OnLanded();
|
|
||||||
}
|
|
||||||
else if (!Motor.GroundingStatus.IsStableOnGround && Motor.LastGroundingStatus.IsStableOnGround)
|
|
||||||
{
|
|
||||||
OnLeaveStableGround();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool IsColliderValidForCollisions(Collider coll)
|
|
||||||
{
|
|
||||||
if (IgnoredColliders.Count == 0)
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (IgnoredColliders.Contains(coll))
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AddVelocity(Vector3 velocity)
|
|
||||||
{
|
|
||||||
switch (CurrentCharacterState)
|
|
||||||
{
|
|
||||||
case CharacterState.Default:
|
|
||||||
{
|
|
||||||
_internalVelocityAdd += velocity;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void OnLanded()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void OnLeaveStableGround()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
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|
|
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|
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uploadId: 505601
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|
||||||
@@ -1,99 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using KinematicCharacterController;
|
|
||||||
using KinematicCharacterController.Examples;
|
|
||||||
|
|
||||||
namespace KinematicCharacterController.Examples
|
|
||||||
{
|
|
||||||
public class ExamplePlayer : MonoBehaviour
|
|
||||||
{
|
|
||||||
public ExampleCharacterController Character;
|
|
||||||
public ExampleCharacterCamera CharacterCamera;
|
|
||||||
|
|
||||||
private const string MouseXInput = "Mouse X";
|
|
||||||
private const string MouseYInput = "Mouse Y";
|
|
||||||
private const string MouseScrollInput = "Mouse ScrollWheel";
|
|
||||||
private const string HorizontalInput = "Horizontal";
|
|
||||||
private const string VerticalInput = "Vertical";
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
|
||||||
|
|
||||||
// Tell camera to follow transform
|
|
||||||
CharacterCamera.SetFollowTransform(Character.CameraFollowPoint);
|
|
||||||
|
|
||||||
// Ignore the character's collider(s) for camera obstruction checks
|
|
||||||
CharacterCamera.IgnoredColliders.Clear();
|
|
||||||
CharacterCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren<Collider>());
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
if (Input.GetMouseButtonDown(0))
|
|
||||||
{
|
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
|
||||||
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|
|
||||||
|
|
||||||
HandleCharacterInput();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void LateUpdate()
|
|
||||||
{
|
|
||||||
// Handle rotating the camera along with physics movers
|
|
||||||
if (CharacterCamera.RotateWithPhysicsMover && Character.Motor.AttachedRigidbody != null)
|
|
||||||
{
|
|
||||||
CharacterCamera.PlanarDirection = Character.Motor.AttachedRigidbody.GetComponent<PhysicsMover>().RotationDeltaFromInterpolation * CharacterCamera.PlanarDirection;
|
|
||||||
CharacterCamera.PlanarDirection = Vector3.ProjectOnPlane(CharacterCamera.PlanarDirection, Character.Motor.CharacterUp).normalized;
|
|
||||||
}
|
|
||||||
|
|
||||||
HandleCameraInput();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleCameraInput()
|
|
||||||
{
|
|
||||||
// Create the look input vector for the camera
|
|
||||||
float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput);
|
|
||||||
float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput);
|
|
||||||
Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f);
|
|
||||||
|
|
||||||
// Prevent moving the camera while the cursor isn't locked
|
|
||||||
if (Cursor.lockState != CursorLockMode.Locked)
|
|
||||||
{
|
|
||||||
lookInputVector = Vector3.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Input for zooming the camera (disabled in WebGL because it can cause problems)
|
|
||||||
float scrollInput = -Input.GetAxis(MouseScrollInput);
|
|
||||||
#if UNITY_WEBGL
|
|
||||||
scrollInput = 0f;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Apply inputs to the camera
|
|
||||||
CharacterCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector);
|
|
||||||
|
|
||||||
// Handle toggling zoom level
|
|
||||||
if (Input.GetMouseButtonDown(1))
|
|
||||||
{
|
|
||||||
CharacterCamera.TargetDistance = (CharacterCamera.TargetDistance == 0f) ? CharacterCamera.DefaultDistance : 0f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleCharacterInput()
|
|
||||||
{
|
|
||||||
PlayerCharacterInputs characterInputs = new PlayerCharacterInputs();
|
|
||||||
|
|
||||||
// Build the CharacterInputs struct
|
|
||||||
characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput);
|
|
||||||
characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput);
|
|
||||||
characterInputs.CameraRotation = CharacterCamera.Transform.rotation;
|
|
||||||
characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space);
|
|
||||||
characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C);
|
|
||||||
characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C);
|
|
||||||
|
|
||||||
// Apply inputs to character
|
|
||||||
Character.SetInputs(ref characterInputs);
|
|
||||||
}
|
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}
|
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Loaded 100 of 460 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user