Imported basic unity packages yeehaw
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
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using UnityEngine.InputSystem;
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#endif
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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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namespace StarterAssets
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{
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[RequireComponent(typeof(CharacterController))]
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#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
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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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[Tooltip("Sprint speed of the character in m/s")]
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public float SprintSpeed = 5.335f;
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[Tooltip("How fast the character turns to face movement direction")]
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[Range(0.0f, 0.3f)]
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public float RotationSmoothTime = 0.12f;
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[Tooltip("Acceleration and deceleration")]
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public float SpeedChangeRate = 10.0f;
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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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[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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[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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[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
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public float FallTimeout = 0.15f;
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[Header("Player Grounded")]
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[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
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public bool Grounded = true;
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[Tooltip("Useful for rough ground")]
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public float GroundedOffset = -0.14f;
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[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
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public float GroundedRadius = 0.28f;
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[Tooltip("What layers the character uses as ground")]
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public LayerMask GroundLayers;
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[Header("Cinemachine")]
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[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
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public GameObject CinemachineCameraTarget;
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[Tooltip("How far in degrees can you move the camera up")]
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public float TopClamp = 70.0f;
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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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[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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[Tooltip("For locking the camera position on all axis")]
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public bool LockCameraPosition = false;
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// cinemachine
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private float _cinemachineTargetYaw;
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private float _cinemachineTargetPitch;
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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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// timeout deltatime
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private float _jumpTimeoutDelta;
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private float _fallTimeoutDelta;
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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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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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private const float _threshold = 0.01f;
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private bool _hasAnimator;
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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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private void Start()
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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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AssignAnimationIDs();
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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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private void Update()
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{
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_hasAnimator = TryGetComponent(out _animator);
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JumpAndGravity();
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GroundedCheck();
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Move();
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}
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private void LateUpdate()
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{
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CameraRotation();
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}
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private void AssignAnimationIDs()
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{
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_animIDSpeed = Animator.StringToHash("Speed");
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_animIDGrounded = Animator.StringToHash("Grounded");
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_animIDJump = Animator.StringToHash("Jump");
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_animIDFreeFall = Animator.StringToHash("FreeFall");
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_animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
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}
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private void GroundedCheck()
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{
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// set sphere position, with offset
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Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
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Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
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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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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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_cinemachineTargetYaw += _input.look.x * Time.deltaTime;
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_cinemachineTargetPitch += _input.look.y * Time.deltaTime;
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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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// Cinemachine will follow this target
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CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, _cinemachineTargetYaw, 0.0f);
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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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// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
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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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// 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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float speedOffset = 0.1f;
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float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
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// accelerate or decelerate to target speed
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if (currentHorizontalSpeed < targetSpeed - speedOffset || 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, Time.deltaTime * SpeedChangeRate);
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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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_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
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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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// 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 + _mainCamera.transform.eulerAngles.y;
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float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity, RotationSmoothTime);
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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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Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
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// move the player
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_controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
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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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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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// 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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// 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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// 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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// 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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// 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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// 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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// if we are not grounded, do not jump
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_input.jump = false;
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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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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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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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if (Grounded) Gizmos.color = transparentGreen;
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else Gizmos.color = transparentRed;
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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(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
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}
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}
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}
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