Essentials + extra crap
Loadings Startups Movement Camera
This commit is contained in:
1 parent
662f4a1d05
commit
5f5ace1b52
734 files changed
+107323
-1713
No files matched your search
@@ -0,0 +1,483 @@
|
||||
using System.Collections.Generic;
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Example.Liminal.Character
|
||||
{
|
||||
public enum CharacterState
|
||||
{
|
||||
Default,
|
||||
}
|
||||
|
||||
public enum OrientationMethod
|
||||
{
|
||||
TowardsCamera,
|
||||
TowardsMovement,
|
||||
}
|
||||
|
||||
public class PlayerCharacterInputs
|
||||
{
|
||||
public float MoveAxisForward;
|
||||
public float MoveAxisRight;
|
||||
public Quaternion CameraRotation;
|
||||
public bool CrouchDown;
|
||||
public bool CrouchUp;
|
||||
}
|
||||
|
||||
public struct AICharacterInputs
|
||||
{
|
||||
public Vector3 MoveVector;
|
||||
public Vector3 LookVector;
|
||||
}
|
||||
|
||||
public enum BonusOrientationMethod
|
||||
{
|
||||
None,
|
||||
TowardsGravity,
|
||||
TowardsGroundSlopeAndGravity,
|
||||
}
|
||||
|
||||
public class LiminalCharacterController : MonoBehaviour, ICharacterController
|
||||
{
|
||||
public KinematicCharacterMotor Motor;
|
||||
|
||||
[Header("Stable Movement")] public float MaxStableMoveSpeed = 10f;
|
||||
public float StableMovementSharpness = 15f;
|
||||
public float OrientationSharpness = 10f;
|
||||
public bool InfinitelySharpRotation;
|
||||
public OrientationMethod OrientationMethod = OrientationMethod.TowardsCamera;
|
||||
|
||||
[Header("Air Movement")] public float MaxAirMoveSpeed = 15f;
|
||||
public float AirAccelerationSpeed = 15f;
|
||||
public float Drag = 0.1f;
|
||||
|
||||
[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 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 Vector3 _internalVelocityAdd = Vector3.zero;
|
||||
private bool _shouldBeCrouching = false;
|
||||
private bool _isCrouching = false;
|
||||
|
||||
|
||||
public void Teleport(Vector3 position, Quaternion rotation)
|
||||
{
|
||||
Motor.SetPosition(position);
|
||||
Motor.SetRotation(rotation);
|
||||
}
|
||||
|
||||
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>
|
||||
private void OnStateEnter(CharacterState state, CharacterState fromState)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case CharacterState.Default:
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Event when exiting a state
|
||||
/// </summary>
|
||||
private 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(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;
|
||||
}
|
||||
|
||||
|
||||
// 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 (!InfinitelySharpRotation)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
currentRotation = Quaternion.LookRotation(_lookInputVector, 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)));
|
||||
}
|
||||
|
||||
// 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 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)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user