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@@ -0,0 +1,392 @@
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+ using UnityEngine;
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+#if ENABLE_INPUT_SYSTEM
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+using UnityEngine.InputSystem;
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+#endif
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+
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+/* Note: animations are called via the controller for both the character and capsule using animator null checks
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+ */
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+
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+namespace StarterAssets
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+{
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+ [RequireComponent(typeof(CharacterController))]
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+#if ENABLE_INPUT_SYSTEM
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+ [RequireComponent(typeof(PlayerInput))]
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+#endif
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+ public class ThirdPersonController : MonoBehaviour
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+ {
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+ [Header("Player")]
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+ [Tooltip("Move speed of the character in m/s")]
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+ public float MoveSpeed = 2.0f;
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+
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+ [Tooltip("Sprint speed of the character in m/s")]
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+ public float SprintSpeed = 5.335f;
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+
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+ [Tooltip("How fast the character turns to face movement direction")]
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+ [Range(0.0f, 0.3f)]
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+ public float RotationSmoothTime = 0.12f;
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+
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+ [Tooltip("Acceleration and deceleration")]
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+ public float SpeedChangeRate = 10.0f;
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+
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+ public AudioClip LandingAudioClip;
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+ public AudioClip[] FootstepAudioClips;
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+ [Range(0, 1)] public float FootstepAudioVolume = 0.5f;
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+
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+ [Space(10)]
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+ [Tooltip("The height the player can jump")]
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+ public float JumpHeight = 1.2f;
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+
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+ [Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
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+ public float Gravity = -15.0f;
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+
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+ [Space(10)]
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+ [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
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+ public float JumpTimeout = 0.50f;
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+
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+ [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
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+ public float FallTimeout = 0.15f;
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+
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+ [Header("Player Grounded")]
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+ [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
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+ public bool Grounded = true;
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+
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+ [Tooltip("Useful for rough ground")]
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+ public float GroundedOffset = -0.14f;
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+
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+ [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
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+ public float GroundedRadius = 0.28f;
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+
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+ [Tooltip("What layers the character uses as ground")]
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+ public LayerMask GroundLayers;
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+
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+ [Header("Cinemachine")]
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+ [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
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+ public GameObject CinemachineCameraTarget;
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+
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+ [Tooltip("How far in degrees can you move the camera up")]
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+ public float TopClamp = 70.0f;
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+
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+ [Tooltip("How far in degrees can you move the camera down")]
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+ public float BottomClamp = -30.0f;
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+
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+ [Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
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+ public float CameraAngleOverride = 0.0f;
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+
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+ [Tooltip("For locking the camera position on all axis")]
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+ public bool LockCameraPosition = false;
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+
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+ // cinemachine
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+ private float _cinemachineTargetYaw;
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+ private float _cinemachineTargetPitch;
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+
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+ // player
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+ private float _speed;
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+ private float _animationBlend;
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+ private float _targetRotation = 0.0f;
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+ private float _rotationVelocity;
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+ private float _verticalVelocity;
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+ private float _terminalVelocity = 53.0f;
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+
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+ // timeout deltatime
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+ private float _jumpTimeoutDelta;
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+ private float _fallTimeoutDelta;
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+
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+ // animation IDs
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+ private int _animIDSpeed;
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+ private int _animIDGrounded;
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+ private int _animIDJump;
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+ private int _animIDFreeFall;
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+ private int _animIDMotionSpeed;
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+
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+#if ENABLE_INPUT_SYSTEM
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+ private PlayerInput _playerInput;
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+#endif
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+ private Animator _animator;
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+ private CharacterController _controller;
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+ private StarterAssetsInputs _input;
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+ private GameObject _mainCamera;
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+
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+ private const float _threshold = 0.01f;
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+
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+ private bool _hasAnimator;
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+
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+ private bool IsCurrentDeviceMouse
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+ {
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+ get
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+ {
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+#if ENABLE_INPUT_SYSTEM
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+ return _playerInput.currentControlScheme == "KeyboardMouse";
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+#else
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+ return false;
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+#endif
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+ }
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+ }
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+
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+
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+ private void Awake()
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+ {
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+ // get a reference to our main camera
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+ if (_mainCamera == null)
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+ {
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+ _mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
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+ }
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+ }
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+
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+ private void Start()
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+ {
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+ _cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
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+
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+ _hasAnimator = TryGetComponent(out _animator);
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+ _controller = GetComponent<CharacterController>();
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+ _input = GetComponent<StarterAssetsInputs>();
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+#if ENABLE_INPUT_SYSTEM
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+ _playerInput = GetComponent<PlayerInput>();
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+#else
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+ Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
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+#endif
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+
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+ AssignAnimationIDs();
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+
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+ // reset our timeouts on start
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+ _jumpTimeoutDelta = JumpTimeout;
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+ _fallTimeoutDelta = FallTimeout;
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+ }
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+
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+ private void Update()
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+ {
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+ _hasAnimator = TryGetComponent(out _animator);
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+
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+ JumpAndGravity();
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+ GroundedCheck();
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+ Move();
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+ }
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+
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+ private void LateUpdate()
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+ {
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+ CameraRotation();
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+ }
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+
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+ private void AssignAnimationIDs()
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+ {
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+ _animIDSpeed = Animator.StringToHash("Speed");
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+ _animIDGrounded = Animator.StringToHash("Grounded");
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+ _animIDJump = Animator.StringToHash("Jump");
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+ _animIDFreeFall = Animator.StringToHash("FreeFall");
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+ _animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
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+ }
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+
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+ private void GroundedCheck()
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+ {
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+ // set sphere position, with offset
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+ Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset,
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+ transform.position.z);
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+ Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers,
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+ QueryTriggerInteraction.Ignore);
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+
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+ // update animator if using character
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+ if (_hasAnimator)
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+ {
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+ _animator.SetBool(_animIDGrounded, Grounded);
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+ }
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+ }
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+
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+ private void CameraRotation()
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+ {
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+ // if there is an input and camera position is not fixed
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+ if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
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+ {
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+ //Don't multiply mouse input by Time.deltaTime;
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+ float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
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+
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+ _cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier;
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+ _cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier;
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+ }
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+
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+ // clamp our rotations so our values are limited 360 degrees
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+ _cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
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+ _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
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+
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+ // Cinemachine will follow this target
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+ CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride,
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+ _cinemachineTargetYaw, 0.0f);
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+ }
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+
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+ private void Move()
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+ {
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+ // set target speed based on move speed, sprint speed and if sprint is pressed
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+ float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
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+
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+ // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
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+
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+ // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
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+ // if there is no input, set the target speed to 0
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+ if (_input.move == Vector2.zero) targetSpeed = 0.0f;
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+
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+ // a reference to the players current horizontal velocity
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+ float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
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+
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+ float speedOffset = 0.1f;
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+ float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
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+
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+ // accelerate or decelerate to target speed
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+ if (currentHorizontalSpeed < targetSpeed - speedOffset ||
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+ currentHorizontalSpeed > targetSpeed + speedOffset)
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+ {
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+ // creates curved result rather than a linear one giving a more organic speed change
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+ // note T in Lerp is clamped, so we don't need to clamp our speed
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+ _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude,
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+ Time.deltaTime * SpeedChangeRate);
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+
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+ // round speed to 3 decimal places
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+ _speed = Mathf.Round(_speed * 1000f) / 1000f;
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+ }
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+ else
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+ {
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+ _speed = targetSpeed;
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+ }
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+
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+ _animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
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+ if (_animationBlend < 0.01f) _animationBlend = 0f;
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+
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+ // normalise input direction
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+ Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
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+
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+ // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
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+ // if there is a move input rotate player when the player is moving
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+ if (_input.move != Vector2.zero)
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+ {
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+ _targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
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+ _mainCamera.transform.eulerAngles.y;
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+ float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity,
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+ RotationSmoothTime);
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+
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+ // rotate to face input direction relative to camera position
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+ transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
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+ }
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+
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+
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+ Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
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+
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+ // move the player
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+ _controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
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+ new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
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+
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+ // update animator if using character
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+ if (_hasAnimator)
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+ {
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+ _animator.SetFloat(_animIDSpeed, _animationBlend);
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+ _animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
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+ }
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+ }
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+
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+ private void JumpAndGravity()
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+ {
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+ if (Grounded)
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+ {
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+ // reset the fall timeout timer
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+ _fallTimeoutDelta = FallTimeout;
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+
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+ // update animator if using character
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+ if (_hasAnimator)
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+ {
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+ _animator.SetBool(_animIDJump, false);
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+ _animator.SetBool(_animIDFreeFall, false);
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+ }
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+
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+ // stop our velocity dropping infinitely when grounded
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+ if (_verticalVelocity < 0.0f)
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+ {
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+ _verticalVelocity = -2f;
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+ }
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+
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+ // Jump
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+ if (_input.jump && _jumpTimeoutDelta <= 0.0f)
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+ {
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+ // the square root of H * -2 * G = how much velocity needed to reach desired height
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+ _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
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+
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+ // update animator if using character
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+ if (_hasAnimator)
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+ {
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+ _animator.SetBool(_animIDJump, true);
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+ }
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+ }
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+
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+ // jump timeout
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+ if (_jumpTimeoutDelta >= 0.0f)
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+ {
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+ _jumpTimeoutDelta -= Time.deltaTime;
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+ }
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+ }
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+ else
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+ {
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+ // reset the jump timeout timer
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+ _jumpTimeoutDelta = JumpTimeout;
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+
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+ // fall timeout
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+ if (_fallTimeoutDelta >= 0.0f)
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+ {
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+ _fallTimeoutDelta -= Time.deltaTime;
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+ }
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+ else
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+ {
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+ // update animator if using character
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+ if (_hasAnimator)
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+ {
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+ _animator.SetBool(_animIDFreeFall, true);
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+ }
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+ }
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+
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+ // if we are not grounded, do not jump
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+ _input.jump = false;
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+ }
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+
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+ // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
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+ if (_verticalVelocity < _terminalVelocity)
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+ {
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+ _verticalVelocity += Gravity * Time.deltaTime;
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+ }
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+ }
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+
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+ private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
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+ {
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+ if (lfAngle < -360f) lfAngle += 360f;
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+ if (lfAngle > 360f) lfAngle -= 360f;
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+ return Mathf.Clamp(lfAngle, lfMin, lfMax);
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+ }
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+
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+ private void OnDrawGizmosSelected()
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+ {
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+ Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
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+ Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
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+
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+ if (Grounded) Gizmos.color = transparentGreen;
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+ else Gizmos.color = transparentRed;
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+
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+ // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
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+ Gizmos.DrawSphere(
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+ new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z),
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+ GroundedRadius);
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+ }
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+
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+ private void OnFootstep(AnimationEvent animationEvent)
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+ {
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+ if (animationEvent.animatorClipInfo.weight > 0.5f)
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+ {
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+ if (FootstepAudioClips.Length > 0)
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+ {
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+ var index = Random.Range(0, FootstepAudioClips.Length);
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+ AudioSource.PlayClipAtPoint(FootstepAudioClips[index], transform.TransformPoint(_controller.center), FootstepAudioVolume);
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+ }
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+ }
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+ }
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+
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+ private void OnLand(AnimationEvent animationEvent)
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+ {
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+ if (animationEvent.animatorClipInfo.weight > 0.5f)
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+ {
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+ AudioSource.PlayClipAtPoint(LandingAudioClip, transform.TransformPoint(_controller.center), FootstepAudioVolume);
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+ }
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+ }
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+ }
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+}
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