using UnityEngine; #if ENABLE_INPUT_SYSTEM using UnityEngine.InputSystem; #endif namespace StarterAssets { [RequireComponent(typeof(CharacterController))] #if ENABLE_INPUT_SYSTEM [RequireComponent(typeof(PlayerInput))] #endif public class ThirdPersonController : MonoBehaviour { [Header("Player")] [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("Acceleration and deceleration")] public float SpeedChangeRate = 10.0f; [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; [Tooltip("Useful for rough ground")] public float GroundedOffset = -0.14f; [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")] public LayerMask GroundLayers; [Header("First Person Camera")] [Tooltip("Camera attached to the player for first person view")] public Camera PlayerCamera; [Tooltip("How far in degrees can you move the camera up")] public float TopClamp = 70.0f; [Tooltip("How far in degrees can you move the camera down")] public float BottomClamp = -30.0f; [Tooltip("Additional degrees 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; [Header("Items/Guns Switching")] [Tooltip("Alle Items/Guns als GameObjects, die als Kindobjekte am Spieler hängen.")] public GameObject[] Items; private int currentItemIndex = 0; private float _cinemachineTargetYaw; private float _cinemachineTargetPitch; private float _speed; private float _verticalVelocity; private float _terminalVelocity = 53.0f; private float _jumpTimeoutDelta; private float _fallTimeoutDelta; #if ENABLE_INPUT_SYSTEM private PlayerInput _playerInput; #endif private CharacterController _controller; private StarterAssetsInputs _input; private Animator _animator; private int _animIDSpeed; private int _animIDGrounded; private int _animIDJump; private int _animIDFreeFall; private int _animIDMotionSpeed; 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 } } private void Awake() { if (PlayerCamera == null) { PlayerCamera = Camera.main; } } private void Start() { _cinemachineTargetYaw = PlayerCamera.transform.rotation.eulerAngles.y; _controller = GetComponent(); _input = GetComponent(); _hasAnimator = TryGetComponent(out _animator); #if ENABLE_INPUT_SYSTEM _playerInput = GetComponent(); #else Debug.LogError( "Starter Assets package is missing dependencies. Bitte Tools/Starter Assets/Reinstall Dependencies nutzen."); #endif AssignAnimationIDs(); _jumpTimeoutDelta = JumpTimeout; _fallTimeoutDelta = FallTimeout; ActivateItem(currentItemIndex); } private void Update() { _hasAnimator = TryGetComponent(out _animator); JumpAndGravity(); GroundedCheck(); Move(); HandleItemSwitch(); } private void LateUpdate() { CameraRotation(); } private void AssignAnimationIDs() { _animIDSpeed = Animator.StringToHash("Speed"); _animIDGrounded = Animator.StringToHash("Grounded"); _animIDJump = Animator.StringToHash("Jump"); _animIDFreeFall = Animator.StringToHash("FreeFall"); _animIDMotionSpeed = Animator.StringToHash("MotionSpeed"); } private void GroundedCheck() { Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z); Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore); if (_hasAnimator) { _animator.SetBool(_animIDGrounded, Grounded); } } private void CameraRotation() { if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition) { float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime; _cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier; _cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier; } _cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue); _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp); PlayerCamera.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, _cinemachineTargetYaw, 0.0f); // Charakter mit der Kamera drehen (Y-Achse) transform.rotation = Quaternion.Euler(0.0f, _cinemachineTargetYaw, 0.0f); } private void Move() { float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed; if (_input.move == Vector2.zero) targetSpeed = 0.0f; 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; if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset) { _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate); _speed = Mathf.Round(_speed * 1000f) / 1000f; } else { _speed = targetSpeed; } Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized; 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, _speed); _animator.SetFloat(_animIDMotionSpeed, inputMagnitude); } } private void JumpAndGravity() { if (Grounded) { _fallTimeoutDelta = FallTimeout; if (_hasAnimator) { _animator.SetBool(_animIDJump, false); _animator.SetBool(_animIDFreeFall, false); } if (_verticalVelocity < 0.0f) { _verticalVelocity = -2f; } if (_input.jump && _jumpTimeoutDelta <= 0.0f) { _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity); if (_hasAnimator) { _animator.SetBool(_animIDJump, true); } } if (_jumpTimeoutDelta >= 0.0f) { _jumpTimeoutDelta -= Time.deltaTime; } } else { _jumpTimeoutDelta = JumpTimeout; if (_fallTimeoutDelta >= 0.0f) { _fallTimeoutDelta -= Time.deltaTime; } else { if (_hasAnimator) { _animator.SetBool(_animIDFreeFall, true); } } _input.jump = false; } if (_verticalVelocity < _terminalVelocity) { _verticalVelocity += Gravity * Time.deltaTime; } } private static float ClampAngle(float lfAngle, float lfMin, float lfMax) { if (lfAngle < -360f) lfAngle += 360f; if (lfAngle > 360f) lfAngle -= 360f; return Mathf.Clamp(lfAngle, lfMin, lfMax); } private void HandleItemSwitch() { float scroll = Input.GetAxis("Mouse ScrollWheel"); if (scroll > 0f) { currentItemIndex = (currentItemIndex + 1) % Items.Length; ActivateItem(currentItemIndex); } else if (scroll < 0f) { currentItemIndex = (currentItemIndex - 1 + Items.Length) % Items.Length; ActivateItem(currentItemIndex); } } private void ActivateItem(int index) { for (int i = 0; i < Items.Length; i++) { if (Items[i] != null) Items[i].SetActive(i == index); } } private void OnFootstep() { //Bugfix } 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; Gizmos.DrawSphere( new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius); } } }