mirror of
https://github.com/chibicitiberiu/frica-de-gaze
synced 2024-02-24 08:23:32 +00:00
Initial commit
This commit is contained in:
commit
cdf3f87e4e
64
FricaDeGaze/Assembly-CSharp-firstpass-vs.csproj
Normal file
64
FricaDeGaze/Assembly-CSharp-firstpass-vs.csproj
Normal file
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FricaDeGaze/Assembly-CSharp-firstpass.csproj
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64
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65
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Normal file
65
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65
FricaDeGaze/Assembly-UnityScript-firstpass.unityproj
Normal file
65
FricaDeGaze/Assembly-UnityScript-firstpass.unityproj
Normal file
@ -0,0 +1,65 @@
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Other similar extension points exist, see Microsoft.Common.targets.
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FricaDeGaze/Assets/FricaDeGazeScene.unity
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BIN
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4
FricaDeGaze/Assets/FricaDeGazeScene.unity.meta
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FricaDeGaze/Assets/Materials/Material.mat.meta
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Normal file
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Normal file
Binary file not shown.
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|
||||
#pragma strict
|
||||
#pragma implicit
|
||||
#pragma downcast
|
||||
|
||||
// Does this script currently respond to input?
|
||||
var canControl : boolean = true;
|
||||
|
||||
var useFixedUpdate : boolean = true;
|
||||
|
||||
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
|
||||
// Very handy for organization!
|
||||
|
||||
// The current global direction we want the character to move in.
|
||||
@System.NonSerialized
|
||||
var inputMoveDirection : Vector3 = Vector3.zero;
|
||||
|
||||
// Is the jump button held down? We use this interface instead of checking
|
||||
// for the jump button directly so this script can also be used by AIs.
|
||||
@System.NonSerialized
|
||||
var inputJump : boolean = false;
|
||||
|
||||
class CharacterMotorMovement {
|
||||
// The maximum horizontal speed when moving
|
||||
var maxForwardSpeed : float = 10.0;
|
||||
var maxSidewaysSpeed : float = 10.0;
|
||||
var maxBackwardsSpeed : float = 10.0;
|
||||
|
||||
// Curve for multiplying speed based on slope (negative = downwards)
|
||||
var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
|
||||
|
||||
// How fast does the character change speeds? Higher is faster.
|
||||
var maxGroundAcceleration : float = 30.0;
|
||||
var maxAirAcceleration : float = 20.0;
|
||||
|
||||
// The gravity for the character
|
||||
var gravity : float = 10.0;
|
||||
var maxFallSpeed : float = 20.0;
|
||||
|
||||
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
|
||||
// Very handy for organization!
|
||||
|
||||
// The last collision flags returned from controller.Move
|
||||
@System.NonSerialized
|
||||
var collisionFlags : CollisionFlags;
|
||||
|
||||
// We will keep track of the character's current velocity,
|
||||
@System.NonSerialized
|
||||
var velocity : Vector3;
|
||||
|
||||
// This keeps track of our current velocity while we're not grounded
|
||||
@System.NonSerialized
|
||||
var frameVelocity : Vector3 = Vector3.zero;
|
||||
|
||||
@System.NonSerialized
|
||||
var hitPoint : Vector3 = Vector3.zero;
|
||||
|
||||
@System.NonSerialized
|
||||
var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
|
||||
}
|
||||
|
||||
var movement : CharacterMotorMovement = CharacterMotorMovement();
|
||||
|
||||
enum MovementTransferOnJump {
|
||||
None, // The jump is not affected by velocity of floor at all.
|
||||
InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
|
||||
PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
|
||||
PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
|
||||
}
|
||||
|
||||
// We will contain all the jumping related variables in one helper class for clarity.
|
||||
class CharacterMotorJumping {
|
||||
// Can the character jump?
|
||||
var enabled : boolean = true;
|
||||
|
||||
// How high do we jump when pressing jump and letting go immediately
|
||||
var baseHeight : float = 1.0;
|
||||
|
||||
// We add extraHeight units (meters) on top when holding the button down longer while jumping
|
||||
var extraHeight : float = 4.1;
|
||||
|
||||
// How much does the character jump out perpendicular to the surface on walkable surfaces?
|
||||
// 0 means a fully vertical jump and 1 means fully perpendicular.
|
||||
var perpAmount : float = 0.0;
|
||||
|
||||
// How much does the character jump out perpendicular to the surface on too steep surfaces?
|
||||
// 0 means a fully vertical jump and 1 means fully perpendicular.
|
||||
var steepPerpAmount : float = 0.5;
|
||||
|
||||
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
|
||||
// Very handy for organization!
|
||||
|
||||
// Are we jumping? (Initiated with jump button and not grounded yet)
|
||||
// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
|
||||
@System.NonSerialized
|
||||
var jumping : boolean = false;
|
||||
|
||||
@System.NonSerialized
|
||||
var holdingJumpButton : boolean = false;
|
||||
|
||||
// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
|
||||
@System.NonSerialized
|
||||
var lastStartTime : float = 0.0;
|
||||
|
||||
@System.NonSerialized
|
||||
var lastButtonDownTime : float = -100;
|
||||
|
||||
@System.NonSerialized
|
||||
var jumpDir : Vector3 = Vector3.up;
|
||||
}
|
||||
|
||||
var jumping : CharacterMotorJumping = CharacterMotorJumping();
|
||||
|
||||
class CharacterMotorMovingPlatform {
|
||||
var enabled : boolean = true;
|
||||
|
||||
var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
|
||||
|
||||
@System.NonSerialized
|
||||
var hitPlatform : Transform;
|
||||
|
||||
@System.NonSerialized
|
||||
var activePlatform : Transform;
|
||||
|
||||
@System.NonSerialized
|
||||
var activeLocalPoint : Vector3;
|
||||
|
||||
@System.NonSerialized
|
||||
var activeGlobalPoint : Vector3;
|
||||
|
||||
@System.NonSerialized
|
||||
var activeLocalRotation : Quaternion;
|
||||
|
||||
@System.NonSerialized
|
||||
var activeGlobalRotation : Quaternion;
|
||||
|
||||
@System.NonSerialized
|
||||
var lastMatrix : Matrix4x4;
|
||||
|
||||
@System.NonSerialized
|
||||
var platformVelocity : Vector3;
|
||||
|
||||
@System.NonSerialized
|
||||
var newPlatform : boolean;
|
||||
}
|
||||
|
||||
var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();
|
||||
|
||||
class CharacterMotorSliding {
|
||||
// Does the character slide on too steep surfaces?
|
||||
var enabled : boolean = true;
|
||||
|
||||
// How fast does the character slide on steep surfaces?
|
||||
var slidingSpeed : float = 15;
|
||||
|
||||
// How much can the player control the sliding direction?
|
||||
// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
|
||||
var sidewaysControl : float = 1.0;
|
||||
|
||||
// How much can the player influence the sliding speed?
|
||||
// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
|
||||
var speedControl : float = 0.4;
|
||||
}
|
||||
|
||||
var sliding : CharacterMotorSliding = CharacterMotorSliding();
|
||||
|
||||
@System.NonSerialized
|
||||
var grounded : boolean = true;
|
||||
|
||||
@System.NonSerialized
|
||||
var groundNormal : Vector3 = Vector3.zero;
|
||||
|
||||
private var lastGroundNormal : Vector3 = Vector3.zero;
|
||||
|
||||
private var tr : Transform;
|
||||
|
||||
private var controller : CharacterController;
|
||||
|
||||
function Awake () {
|
||||
controller = GetComponent (CharacterController);
|
||||
tr = transform;
|
||||
}
|
||||
|
||||
private function UpdateFunction () {
|
||||
// We copy the actual velocity into a temporary variable that we can manipulate.
|
||||
var velocity : Vector3 = movement.velocity;
|
||||
|
||||
// Update velocity based on input
|
||||
velocity = ApplyInputVelocityChange(velocity);
|
||||
|
||||
// Apply gravity and jumping force
|
||||
velocity = ApplyGravityAndJumping (velocity);
|
||||
|
||||
// Moving platform support
|
||||
var moveDistance : Vector3 = Vector3.zero;
|
||||
if (MoveWithPlatform()) {
|
||||
var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
|
||||
moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
|
||||
if (moveDistance != Vector3.zero)
|
||||
controller.Move(moveDistance);
|
||||
|
||||
// Support moving platform rotation as well:
|
||||
var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
|
||||
var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
|
||||
|
||||
var yRotation = rotationDiff.eulerAngles.y;
|
||||
if (yRotation != 0) {
|
||||
// Prevent rotation of the local up vector
|
||||
tr.Rotate(0, yRotation, 0);
|
||||
}
|
||||
}
|
||||
|
||||
// Save lastPosition for velocity calculation.
|
||||
var lastPosition : Vector3 = tr.position;
|
||||
|
||||
// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
|
||||
var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
|
||||
|
||||
// Find out how much we need to push towards the ground to avoid loosing grouning
|
||||
// when walking down a step or over a sharp change in slope.
|
||||
var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
|
||||
if (grounded)
|
||||
currentMovementOffset -= pushDownOffset * Vector3.up;
|
||||
|
||||
// Reset variables that will be set by collision function
|
||||
movingPlatform.hitPlatform = null;
|
||||
groundNormal = Vector3.zero;
|
||||
|
||||
// Move our character!
|
||||
movement.collisionFlags = controller.Move (currentMovementOffset);
|
||||
|
||||
movement.lastHitPoint = movement.hitPoint;
|
||||
lastGroundNormal = groundNormal;
|
||||
|
||||
if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
|
||||
if (movingPlatform.hitPlatform != null) {
|
||||
movingPlatform.activePlatform = movingPlatform.hitPlatform;
|
||||
movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
|
||||
movingPlatform.newPlatform = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate the velocity based on the current and previous position.
|
||||
// This means our velocity will only be the amount the character actually moved as a result of collisions.
|
||||
var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
|
||||
movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
|
||||
var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
|
||||
|
||||
// The CharacterController can be moved in unwanted directions when colliding with things.
|
||||
// We want to prevent this from influencing the recorded velocity.
|
||||
if (oldHVelocity == Vector3.zero) {
|
||||
movement.velocity = new Vector3(0, movement.velocity.y, 0);
|
||||
}
|
||||
else {
|
||||
var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
|
||||
movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
|
||||
}
|
||||
|
||||
if (movement.velocity.y < velocity.y - 0.001) {
|
||||
if (movement.velocity.y < 0) {
|
||||
// Something is forcing the CharacterController down faster than it should.
|
||||
// Ignore this
|
||||
movement.velocity.y = velocity.y;
|
||||
}
|
||||
else {
|
||||
// The upwards movement of the CharacterController has been blocked.
|
||||
// This is treated like a ceiling collision - stop further jumping here.
|
||||
jumping.holdingJumpButton = false;
|
||||
}
|
||||
}
|
||||
|
||||
// We were grounded but just loosed grounding
|
||||
if (grounded && !IsGroundedTest()) {
|
||||
grounded = false;
|
||||
|
||||
// Apply inertia from platform
|
||||
if (movingPlatform.enabled &&
|
||||
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
|
||||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
|
||||
) {
|
||||
movement.frameVelocity = movingPlatform.platformVelocity;
|
||||
movement.velocity += movingPlatform.platformVelocity;
|
||||
}
|
||||
|
||||
SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
|
||||
// We pushed the character down to ensure it would stay on the ground if there was any.
|
||||
// But there wasn't so now we cancel the downwards offset to make the fall smoother.
|
||||
tr.position += pushDownOffset * Vector3.up;
|
||||
}
|
||||
// We were not grounded but just landed on something
|
||||
else if (!grounded && IsGroundedTest()) {
|
||||
grounded = true;
|
||||
jumping.jumping = false;
|
||||
SubtractNewPlatformVelocity();
|
||||
|
||||
SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
|
||||
}
|
||||
|
||||
// Moving platforms support
|
||||
if (MoveWithPlatform()) {
|
||||
// Use the center of the lower half sphere of the capsule as reference point.
|
||||
// This works best when the character is standing on moving tilting platforms.
|
||||
movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
|
||||
movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
|
||||
|
||||
// Support moving platform rotation as well:
|
||||
movingPlatform.activeGlobalRotation = tr.rotation;
|
||||
movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
|
||||
}
|
||||
}
|
||||
|
||||
function FixedUpdate () {
|
||||
if (movingPlatform.enabled) {
|
||||
if (movingPlatform.activePlatform != null) {
|
||||
if (!movingPlatform.newPlatform) {
|
||||
var lastVelocity : Vector3 = movingPlatform.platformVelocity;
|
||||
|
||||
movingPlatform.platformVelocity = (
|
||||
movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
|
||||
- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
|
||||
) / Time.deltaTime;
|
||||
}
|
||||
movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
|
||||
movingPlatform.newPlatform = false;
|
||||
}
|
||||
else {
|
||||
movingPlatform.platformVelocity = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
if (useFixedUpdate)
|
||||
UpdateFunction();
|
||||
}
|
||||
|
||||
function Update () {
|
||||
if (!useFixedUpdate)
|
||||
UpdateFunction();
|
||||
}
|
||||
|
||||
private function ApplyInputVelocityChange (velocity : Vector3) {
|
||||
if (!canControl)
|
||||
inputMoveDirection = Vector3.zero;
|
||||
|
||||
// Find desired velocity
|
||||
var desiredVelocity : Vector3;
|
||||
if (grounded && TooSteep()) {
|
||||
// The direction we're sliding in
|
||||
desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
|
||||
// Find the input movement direction projected onto the sliding direction
|
||||
var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
|
||||
// Add the sliding direction, the spped control, and the sideways control vectors
|
||||
desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
|
||||
// Multiply with the sliding speed
|
||||
desiredVelocity *= sliding.slidingSpeed;
|
||||
}
|
||||
else
|
||||
desiredVelocity = GetDesiredHorizontalVelocity();
|
||||
|
||||
if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
|
||||
desiredVelocity += movement.frameVelocity;
|
||||
desiredVelocity.y = 0;
|
||||
}
|
||||
|
||||
if (grounded)
|
||||
desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
|
||||
else
|
||||
velocity.y = 0;
|
||||
|
||||
// Enforce max velocity change
|
||||
var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
|
||||
var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
|
||||
if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
|
||||
velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
|
||||
}
|
||||
// If we're in the air and don't have control, don't apply any velocity change at all.
|
||||
// If we're on the ground and don't have control we do apply it - it will correspond to friction.
|
||||
if (grounded || canControl)
|
||||
velocity += velocityChangeVector;
|
||||
|
||||
if (grounded) {
|
||||
// When going uphill, the CharacterController will automatically move up by the needed amount.
|
||||
// Not moving it upwards manually prevent risk of lifting off from the ground.
|
||||
// When going downhill, DO move down manually, as gravity is not enough on steep hills.
|
||||
velocity.y = Mathf.Min(velocity.y, 0);
|
||||
}
|
||||
|
||||
return velocity;
|
||||
}
|
||||
|
||||
private function ApplyGravityAndJumping (velocity : Vector3) {
|
||||
|
||||
if (!inputJump || !canControl) {
|
||||
jumping.holdingJumpButton = false;
|
||||
jumping.lastButtonDownTime = -100;
|
||||
}
|
||||
|
||||
if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
|
||||
jumping.lastButtonDownTime = Time.time;
|
||||
|
||||
if (grounded)
|
||||
velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
|
||||
else {
|
||||
velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
|
||||
|
||||
// When jumping up we don't apply gravity for some time when the user is holding the jump button.
|
||||
// This gives more control over jump height by pressing the button longer.
|
||||
if (jumping.jumping && jumping.holdingJumpButton) {
|
||||
// Calculate the duration that the extra jump force should have effect.
|
||||
// If we're still less than that duration after the jumping time, apply the force.
|
||||
if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
|
||||
// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
|
||||
velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
|
||||
velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
|
||||
}
|
||||
|
||||
if (grounded) {
|
||||
// Jump only if the jump button was pressed down in the last 0.2 seconds.
|
||||
// We use this check instead of checking if it's pressed down right now
|
||||
// because players will often try to jump in the exact moment when hitting the ground after a jump
|
||||
// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
|
||||
// it's confusing and it feels like the game is buggy.
|
||||
if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
|
||||
grounded = false;
|
||||
jumping.jumping = true;
|
||||
jumping.lastStartTime = Time.time;
|
||||
jumping.lastButtonDownTime = -100;
|
||||
jumping.holdingJumpButton = true;
|
||||
|
||||
// Calculate the jumping direction
|
||||
if (TooSteep())
|
||||
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
|
||||
else
|
||||
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
|
||||
|
||||
// Apply the jumping force to the velocity. Cancel any vertical velocity first.
|
||||
velocity.y = 0;
|
||||
velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
|
||||
|
||||
// Apply inertia from platform
|
||||
if (movingPlatform.enabled &&
|
||||
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
|
||||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
|
||||
) {
|
||||
movement.frameVelocity = movingPlatform.platformVelocity;
|
||||
velocity += movingPlatform.platformVelocity;
|
||||
}
|
||||
|
||||
SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
|
||||
}
|
||||
else {
|
||||
jumping.holdingJumpButton = false;
|
||||
}
|
||||
}
|
||||
|
||||
return velocity;
|
||||
}
|
||||
|
||||
function OnControllerColliderHit (hit : ControllerColliderHit) {
|
||||
if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
|
||||
if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
|
||||
groundNormal = hit.normal;
|
||||
else
|
||||
groundNormal = lastGroundNormal;
|
||||
|
||||
movingPlatform.hitPlatform = hit.collider.transform;
|
||||
movement.hitPoint = hit.point;
|
||||
movement.frameVelocity = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
private function SubtractNewPlatformVelocity () {
|
||||
// When landing, subtract the velocity of the new ground from the character's velocity
|
||||
// since movement in ground is relative to the movement of the ground.
|
||||
if (movingPlatform.enabled &&
|
||||
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
|
||||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
|
||||
) {
|
||||
// If we landed on a new platform, we have to wait for two FixedUpdates
|
||||
// before we know the velocity of the platform under the character
|
||||
if (movingPlatform.newPlatform) {
|
||||
var platform : Transform = movingPlatform.activePlatform;
|
||||
yield WaitForFixedUpdate();
|
||||
yield WaitForFixedUpdate();
|
||||
if (grounded && platform == movingPlatform.activePlatform)
|
||||
yield 1;
|
||||
}
|
||||
movement.velocity -= movingPlatform.platformVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
private function MoveWithPlatform () : boolean {
|
||||
return (
|
||||
movingPlatform.enabled
|
||||
&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
|
||||
&& movingPlatform.activePlatform != null
|
||||
);
|
||||
}
|
||||
|
||||
private function GetDesiredHorizontalVelocity () {
|
||||
// Find desired velocity
|
||||
var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
|
||||
var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
|
||||
if (grounded) {
|
||||
// Modify max speed on slopes based on slope speed multiplier curve
|
||||
var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg;
|
||||
maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
|
||||
}
|
||||
return tr.TransformDirection(desiredLocalDirection * maxSpeed);
|
||||
}
|
||||
|
||||
private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
|
||||
var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
|
||||
return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
|
||||
}
|
||||
|
||||
private function IsGroundedTest () {
|
||||
return (groundNormal.y > 0.01);
|
||||
}
|
||||
|
||||
function GetMaxAcceleration (grounded : boolean) : float {
|
||||
// Maximum acceleration on ground and in air
|
||||
if (grounded)
|
||||
return movement.maxGroundAcceleration;
|
||||
else
|
||||
return movement.maxAirAcceleration;
|
||||
}
|
||||
|
||||
function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
|
||||
// From the jump height and gravity we deduce the upwards speed
|
||||
// for the character to reach at the apex.
|
||||
return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
|
||||
}
|
||||
|
||||
function IsJumping () {
|
||||
return jumping.jumping;
|
||||
}
|
||||
|
||||
function IsSliding () {
|
||||
return (grounded && sliding.enabled && TooSteep());
|
||||
}
|
||||
|
||||
function IsTouchingCeiling () {
|
||||
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
|
||||
}
|
||||
|
||||
function IsGrounded () {
|
||||
return grounded;
|
||||
}
|
||||
|
||||
function TooSteep () {
|
||||
return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
|
||||
}
|
||||
|
||||
function GetDirection () {
|
||||
return inputMoveDirection;
|
||||
}
|
||||
|
||||
function SetControllable (controllable : boolean) {
|
||||
canControl = controllable;
|
||||
}
|
||||
|
||||
// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
|
||||
// The function returns the length of the resulting vector.
|
||||
function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
|
||||
if (desiredMovementDirection == Vector3.zero)
|
||||
return 0;
|
||||
else {
|
||||
var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
|
||||
var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
|
||||
var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
|
||||
return length;
|
||||
}
|
||||
}
|
||||
|
||||
function SetVelocity (velocity : Vector3) {
|
||||
grounded = false;
|
||||
movement.velocity = velocity;
|
||||
movement.frameVelocity = Vector3.zero;
|
||||
SendMessage("OnExternalVelocity");
|
||||
}
|
||||
|
||||
// Require a character controller to be attached to the same game object
|
||||
@script RequireComponent (CharacterController)
|
||||
@script AddComponentMenu ("Character/Character Motor")
|
@ -0,0 +1,8 @@
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
userData:
|
@ -0,0 +1,37 @@
|
||||
private var motor : CharacterMotor;
|
||||
|
||||
// Use this for initialization
|
||||
function Awake () {
|
||||
motor = GetComponent(CharacterMotor);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
function Update () {
|
||||
// Get the input vector from keyboard or analog stick
|
||||
var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
|
||||
|
||||
if (directionVector != Vector3.zero) {
|
||||
// Get the length of the directon vector and then normalize it
|
||||
// Dividing by the length is cheaper than normalizing when we already have the length anyway
|
||||
var directionLength = directionVector.magnitude;
|
||||
directionVector = directionVector / directionLength;
|
||||
|
||||
// Make sure the length is no bigger than 1
|
||||
directionLength = Mathf.Min(1, directionLength);
|
||||
|
||||
// Make the input vector more sensitive towards the extremes and less sensitive in the middle
|
||||
// This makes it easier to control slow speeds when using analog sticks
|
||||
directionLength = directionLength * directionLength;
|
||||
|
||||
// Multiply the normalized direction vector by the modified length
|
||||
directionVector = directionVector * directionLength;
|
||||
}
|
||||
|
||||
// Apply the direction to the CharacterMotor
|
||||
motor.inputMoveDirection = transform.rotation * directionVector;
|
||||
motor.inputJump = Input.GetButton("Jump");
|
||||
}
|
||||
|
||||
// Require a character controller to be attached to the same game object
|
||||
@script RequireComponent (CharacterMotor)
|
||||
@script AddComponentMenu ("Character/FPS Input Controller")
|
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userData:
|
@ -0,0 +1,63 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
/// MouseLook rotates the transform based on the mouse delta.
|
||||
/// Minimum and Maximum values can be used to constrain the possible rotation
|
||||
|
||||
/// To make an FPS style character:
|
||||
/// - Create a capsule.
|
||||
/// - Add the MouseLook script to the capsule.
|
||||
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
|
||||
/// - Add FPSInputController script to the capsule
|
||||
/// -> A CharacterMotor and a CharacterController component will be automatically added.
|
||||
|
||||
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
|
||||
/// - Add a MouseLook script to the camera.
|
||||
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
|
||||
[AddComponentMenu("Camera-Control/Mouse Look")]
|
||||
public class MouseLook : MonoBehaviour {
|
||||
|
||||
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
|
||||
public RotationAxes axes = RotationAxes.MouseXAndY;
|
||||
public float sensitivityX = 15F;
|
||||
public float sensitivityY = 15F;
|
||||
|
||||
public float minimumX = -360F;
|
||||
public float maximumX = 360F;
|
||||
|
||||
public float minimumY = -60F;
|
||||
public float maximumY = 60F;
|
||||
|
||||
float rotationY = 0F;
|
||||
|
||||
void Update ()
|
||||
{
|
||||
if (axes == RotationAxes.MouseXAndY)
|
||||
{
|
||||
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
|
||||
|
||||
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
|
||||
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
|
||||
|
||||
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
|
||||
}
|
||||
else if (axes == RotationAxes.MouseX)
|
||||
{
|
||||
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
|
||||
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
|
||||
|
||||
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void Start ()
|
||||
{
|
||||
// Make the rigid body not change rotation
|
||||
if (GetComponent<Rigidbody>())
|
||||
GetComponent<Rigidbody>().freezeRotation = true;
|
||||
}
|
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buildTargetSettings: []
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sprites: []
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spritePackingTag:
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serializedVersion: 2
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mipmaps:
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enableMipMap: 1
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linearTexture: 0
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correctGamma: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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externalNormalMap: 0
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normalMapFilter: 0
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grayScaleToAlpha: 0
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generateCubemap: 0
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seamlessCubemap: 0
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textureFormat: -1
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maxTextureSize: 512
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textureSettings:
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aniso: 1
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mipBias: 0
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spriteMeshType: 1
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spritePivot: {x: .5, y: .5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaIsTransparency: 0
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textureType: 0
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buildTargetSettings: []
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spriteSheet:
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sprites: []
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mipmaps:
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borderMipMap: 0
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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convertToNormalMap: 0
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externalNormalMap: 0
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normalMapFilter: 0
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grayScaleToAlpha: 0
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generateCubemap: 0
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seamlessCubemap: 0
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textureFormat: -1
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maxTextureSize: 512
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textureSettings:
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filterMode: 1
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aniso: 1
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mipBias: 0
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wrapMode: 1
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nPOTScale: 1
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lightmap: 0
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compressionQuality: 50
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spriteMode: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: .5, y: .5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaIsTransparency: 0
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textureType: 0
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buildTargetSettings: []
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spriteSheet:
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sprites: []
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spritePackingTag:
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fileFormatVersion: 2
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guid: 8c75dadc1f18e42f5be29942a71d83c4
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folderAsset: yes
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DefaultImporter:
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userData:
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user