movement und animation tweaks
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@@ -1,164 +1,78 @@
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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
|
||||
|
||||
/* Note: animations are called via the controller for both the character and capsule using animator null checks
|
||||
*/
|
||||
|
||||
namespace StarterAssets
|
||||
namespace StarterAssets
|
||||
{
|
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using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
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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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{
|
||||
[Header("Player")]
|
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[Tooltip("Move speed of the character in m/s")]
|
||||
public float MoveSpeed = 2.0f;
|
||||
|
||||
[Tooltip("Sprint speed of the character in m/s")]
|
||||
public float SprintSpeed = 5.335f;
|
||||
|
||||
[Tooltip("How fast the character turns to face movement direction")]
|
||||
[Range(0.0f, 0.3f)]
|
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public float RotationSmoothTime = 0.12f;
|
||||
|
||||
[Tooltip("Acceleration and deceleration")]
|
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public float SpeedChangeRate = 10.0f;
|
||||
|
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public AudioSource AudioFootsteps;
|
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public AudioSource LandingAudio;
|
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public AudioSource AudioFoley;
|
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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;
|
||||
|
||||
[Space(10)]
|
||||
[Tooltip("The height the player can jump")]
|
||||
public float JumpHeight = 1.2f;
|
||||
|
||||
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
|
||||
public float Gravity = -15.0f;
|
||||
|
||||
[Space(10)]
|
||||
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
|
||||
public float JumpTimeout = 0.50f;
|
||||
|
||||
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
|
||||
public float FallTimeout = 0.15f;
|
||||
|
||||
[Header("Player Grounded")]
|
||||
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
|
||||
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")]
|
||||
public float GroundedRadius = 0.28f;
|
||||
|
||||
[Tooltip("What layers the character uses as ground")]
|
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public LayerMask GroundLayers;
|
||||
|
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[Header("Cinemachine")]
|
||||
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
|
||||
public GameObject CinemachineCameraTarget;
|
||||
|
||||
[Tooltip("How far in degrees can you move the camera up")]
|
||||
public Camera PlayerCamera;
|
||||
public float TopClamp = 70.0f;
|
||||
|
||||
[Tooltip("How far in degrees can you move the camera down")]
|
||||
public float BottomClamp = -30.0f;
|
||||
|
||||
[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
|
||||
public float CameraAngleOverride = 0.0f;
|
||||
|
||||
[Tooltip("For locking the camera position on all axis")]
|
||||
public bool LockCameraPosition = false;
|
||||
|
||||
// cinemachine
|
||||
private float _cinemachineTargetYaw;
|
||||
private float _cinemachineTargetPitch;
|
||||
|
||||
// player
|
||||
private float _speed;
|
||||
private float _animationBlend;
|
||||
private float _targetRotation = 0.0f;
|
||||
private float _rotationVelocity;
|
||||
private float _verticalVelocity;
|
||||
private float _terminalVelocity = 53.0f;
|
||||
|
||||
// timeout deltatime
|
||||
private float _jumpTimeoutDelta;
|
||||
private float _fallTimeoutDelta;
|
||||
|
||||
// animation IDs
|
||||
private PlayerInput _playerInput;
|
||||
private CharacterController _controller;
|
||||
private StarterAssetsInputs _input;
|
||||
private Animator _animator;
|
||||
private int _animIDSpeed;
|
||||
private int _animIDGrounded;
|
||||
private int _animIDJump;
|
||||
private int _animIDFreeFall;
|
||||
private int _animIDMotionSpeed;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
private PlayerInput _playerInput;
|
||||
#endif
|
||||
private Animator _animator;
|
||||
private CharacterController _controller;
|
||||
private StarterAssetsInputs _input;
|
||||
private GameObject _mainCamera;
|
||||
|
||||
private const float _threshold = 0.01f;
|
||||
|
||||
private bool _hasAnimator;
|
||||
|
||||
private bool IsCurrentDeviceMouse
|
||||
{
|
||||
get
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return _playerInput.currentControlScheme == "KeyboardMouse";
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
return _playerInput != null && _playerInput.currentControlScheme == "KeyboardMouse";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// get a reference to our main camera
|
||||
if (_mainCamera == null)
|
||||
if (PlayerCamera == null)
|
||||
{
|
||||
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
|
||||
PlayerCamera = Camera.main;
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
|
||||
|
||||
_hasAnimator = TryGetComponent(out _animator);
|
||||
_cinemachineTargetYaw = PlayerCamera.transform.rotation.eulerAngles.y;
|
||||
_controller = GetComponent<CharacterController>();
|
||||
_input = GetComponent<StarterAssetsInputs>();
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
_hasAnimator = TryGetComponent(out _animator);
|
||||
_playerInput = GetComponent<PlayerInput>();
|
||||
#else
|
||||
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
|
||||
#endif
|
||||
|
||||
AssignAnimationIDs();
|
||||
|
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// reset our timeouts on start
|
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_jumpTimeoutDelta = JumpTimeout;
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
}
|
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|
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private void Update()
|
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{
|
||||
_hasAnimator = TryGetComponent(out _animator);
|
||||
|
||||
JumpAndGravity();
|
||||
GroundedCheck();
|
||||
Move();
|
||||
@@ -180,13 +94,9 @@ namespace StarterAssets
|
||||
|
||||
private void GroundedCheck()
|
||||
{
|
||||
// set sphere position, with offset
|
||||
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset,
|
||||
transform.position.z);
|
||||
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers,
|
||||
QueryTriggerInteraction.Ignore);
|
||||
|
||||
// update animator if using character
|
||||
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
|
||||
//https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Physics.CheckSphere.html
|
||||
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDGrounded, Grounded);
|
||||
@@ -195,127 +105,69 @@ namespace StarterAssets
|
||||
|
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private void CameraRotation()
|
||||
{
|
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// if there is an input and camera position is not fixed
|
||||
if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
|
||||
{
|
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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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_cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier;
|
||||
_cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier;
|
||||
}
|
||||
|
||||
// clamp our rotations so our values are limited 360 degrees
|
||||
_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
|
||||
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
|
||||
|
||||
// Cinemachine will follow this target
|
||||
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride,
|
||||
_cinemachineTargetYaw, 0.0f);
|
||||
PlayerCamera.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, _cinemachineTargetYaw, 0.0f);
|
||||
transform.rotation = Quaternion.Euler(0.0f, _cinemachineTargetYaw, 0.0f);
|
||||
}
|
||||
|
||||
//https://docs.unity3d.com/6000.4/Documentation/ScriptReference/CharacterController.Move.html
|
||||
private void Move()
|
||||
{
|
||||
// set target speed based on move speed, sprint speed and if sprint is pressed
|
||||
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
|
||||
|
||||
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
|
||||
|
||||
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
|
||||
// if there is no input, set the target speed to 0
|
||||
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
|
||||
|
||||
// a reference to the players current horizontal velocity
|
||||
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
|
||||
|
||||
float speedOffset = 0.1f;
|
||||
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
|
||||
|
||||
// accelerate or decelerate to target speed
|
||||
if (currentHorizontalSpeed < targetSpeed - speedOffset ||
|
||||
currentHorizontalSpeed > targetSpeed + speedOffset)
|
||||
if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
|
||||
{
|
||||
// creates curved result rather than a linear one giving a more organic speed change
|
||||
// note T in Lerp is clamped, so we don't need to clamp our speed
|
||||
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude,
|
||||
Time.deltaTime * SpeedChangeRate);
|
||||
|
||||
// round speed to 3 decimal places
|
||||
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
|
||||
_speed = Mathf.Round(_speed * 1000f) / 1000f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_speed = targetSpeed;
|
||||
}
|
||||
|
||||
_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
|
||||
if (_animationBlend < 0.01f) _animationBlend = 0f;
|
||||
|
||||
// normalise input direction
|
||||
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
|
||||
|
||||
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
|
||||
// if there is a move input rotate player when the player is moving
|
||||
if (_input.move != Vector2.zero)
|
||||
{
|
||||
_targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
|
||||
_mainCamera.transform.eulerAngles.y;
|
||||
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity,
|
||||
RotationSmoothTime);
|
||||
|
||||
// rotate to face input direction relative to camera position
|
||||
transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
|
||||
|
||||
// move the player
|
||||
_controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
|
||||
new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
|
||||
|
||||
// update animator if using character
|
||||
Vector3 moveDirection = PlayerCamera.transform.right * inputDirection.x + PlayerCamera.transform.forward * inputDirection.z;
|
||||
moveDirection.y = 0f;
|
||||
_controller.Move(moveDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetFloat(_animIDSpeed, _animationBlend);
|
||||
_animator.SetFloat(_animIDSpeed, _speed);
|
||||
_animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
|
||||
}
|
||||
}
|
||||
|
||||
//https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Mathf.Sqrt.html
|
||||
private void JumpAndGravity()
|
||||
{
|
||||
if (Grounded)
|
||||
{
|
||||
// reset the fall timeout timer
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDJump, false);
|
||||
_animator.SetBool(_animIDFreeFall, false);
|
||||
}
|
||||
|
||||
// stop our velocity dropping infinitely when grounded
|
||||
if (_verticalVelocity < 0.0f)
|
||||
{
|
||||
_verticalVelocity = -2f;
|
||||
}
|
||||
|
||||
// Jump
|
||||
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
|
||||
{
|
||||
// the square root of H * -2 * G = how much velocity needed to reach desired height
|
||||
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
|
||||
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDJump, true);
|
||||
}
|
||||
}
|
||||
|
||||
// jump timeout
|
||||
if (_jumpTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_jumpTimeoutDelta -= Time.deltaTime;
|
||||
@@ -323,28 +175,20 @@ namespace StarterAssets
|
||||
}
|
||||
else
|
||||
{
|
||||
// reset the jump timeout timer
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
|
||||
// fall timeout
|
||||
if (_fallTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_fallTimeoutDelta -= Time.deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDFreeFall, true);
|
||||
}
|
||||
}
|
||||
|
||||
// if we are not grounded, do not jump
|
||||
_input.jump = false;
|
||||
}
|
||||
|
||||
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
|
||||
if (_verticalVelocity < _terminalVelocity)
|
||||
{
|
||||
_verticalVelocity += Gravity * Time.deltaTime;
|
||||
@@ -358,40 +202,22 @@ namespace StarterAssets
|
||||
return Mathf.Clamp(lfAngle, lfMin, lfMax);
|
||||
}
|
||||
|
||||
private void OnFootstep(AnimationEvent animationEvent)
|
||||
{
|
||||
}
|
||||
|
||||
// Die beiden teile sind einfach da damit das spiel nicht einfriert, immernoch keinen plan warum, aber es ist so
|
||||
private void OnLand(AnimationEvent animationEvent)
|
||||
{
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
|
||||
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
|
||||
|
||||
if (Grounded) Gizmos.color = transparentGreen;
|
||||
else Gizmos.color = transparentRed;
|
||||
|
||||
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
|
||||
Gizmos.DrawSphere(
|
||||
new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z),
|
||||
GroundedRadius);
|
||||
}
|
||||
|
||||
private void OnFootstep(AnimationEvent animationEvent)
|
||||
{
|
||||
if (animationEvent.animatorClipInfo.weight > 0.5f)
|
||||
{
|
||||
|
||||
if (AudioFootsteps != null)
|
||||
AudioFootsteps.Play();
|
||||
if (AudioFoley != null)
|
||||
AudioFoley.Play();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnLand(AnimationEvent animationEvent)
|
||||
{
|
||||
if (animationEvent.animatorClipInfo.weight > 0.5f)
|
||||
{
|
||||
if (LandingAudio != null)
|
||||
LandingAudio.Play();
|
||||
|
||||
}
|
||||
Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15,5 +15,6 @@ EditorBuildSettings:
|
||||
path: Assets/Scenes/Story1.unity
|
||||
guid: a12c64270a5146f4eb756ca10899ee54
|
||||
m_configObjects:
|
||||
com.unity.input.settings: {fileID: 11400000, guid: 9e7be553448fa2546aea5752021cbcf7, type: 2}
|
||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
||||
m_UseUCBPForAssetBundles: 0
|
||||
|
||||
Reference in New Issue
Block a user