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using UnityEngine;
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public class BasicRigidBodyPush : MonoBehaviour
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{
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public LayerMask pushLayers;
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public bool canPush;
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[Range(0.5f, 5f)] public float strength = 1.1f;
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private void OnControllerColliderHit(ControllerColliderHit hit)
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{
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if (canPush) PushRigidBodies(hit);
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}
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private void PushRigidBodies(ControllerColliderHit hit)
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{
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// https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
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// make sure we only push desired layer(s)
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var bodyLayerMask = 1 << body.gameObject.layer;
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if ((bodyLayerMask & pushLayers.value) == 0) return;
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// We dont want to push objects below us
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if (hit.moveDirection.y < -0.3f) return;
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// Calculate push direction from move direction, horizontal motion only
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Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
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// Apply the push and take strength into account
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body.AddForce(pushDir * strength, ForceMode.Impulse);
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}
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}
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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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namespace StarterAssets
|
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{
|
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[RequireComponent(typeof(CharacterController))]
|
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#if ENABLE_INPUT_SYSTEM
|
||||
[RequireComponent(typeof(PlayerInput))]
|
||||
#endif
|
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public class FirstPersonController : MonoBehaviour
|
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{
|
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[Header("Player")]
|
||||
[Tooltip("Move speed of the character in m/s")]
|
||||
public float MoveSpeed = 4.0f;
|
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[Tooltip("Sprint speed of the character in m/s")]
|
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public float SprintSpeed = 6.0f;
|
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[Tooltip("Rotation speed of the character")]
|
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public float RotationSpeed = 1.0f;
|
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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;
|
||||
|
||||
[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 = 0.1f;
|
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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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[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 = 0.5f;
|
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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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[Tooltip("How far in degrees can you move the camera up")]
|
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public float TopClamp = 90.0f;
|
||||
[Tooltip("How far in degrees can you move the camera down")]
|
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public float BottomClamp = -90.0f;
|
||||
|
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// cinemachine
|
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private float _cinemachineTargetPitch;
|
||||
|
||||
// player
|
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private float _speed;
|
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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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#if ENABLE_INPUT_SYSTEM
|
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private PlayerInput _playerInput;
|
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#endif
|
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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 IsCurrentDeviceMouse
|
||||
{
|
||||
get
|
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{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return _playerInput.currentControlScheme == "KeyboardMouse";
|
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#else
|
||||
return false;
|
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#endif
|
||||
}
|
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}
|
||||
|
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private void Awake()
|
||||
{
|
||||
// get a reference to our main camera
|
||||
if (_mainCamera == null)
|
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{
|
||||
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
|
||||
}
|
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}
|
||||
|
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private void Start()
|
||||
{
|
||||
_controller = GetComponent<CharacterController>();
|
||||
_input = GetComponent<StarterAssetsInputs>();
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
_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");
|
||||
#endif
|
||||
|
||||
// reset our timeouts on start
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
JumpAndGravity();
|
||||
GroundedCheck();
|
||||
Move();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
CameraRotation();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
private void CameraRotation()
|
||||
{
|
||||
// if there is an input
|
||||
if (_input.look.sqrMagnitude >= _threshold)
|
||||
{
|
||||
//Don't multiply mouse input by Time.deltaTime
|
||||
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
|
||||
|
||||
_cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier;
|
||||
_rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier;
|
||||
|
||||
// clamp our pitch rotation
|
||||
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
|
||||
|
||||
// Update Cinemachine camera target pitch
|
||||
CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f);
|
||||
|
||||
// rotate the player left and right
|
||||
transform.Rotate(Vector3.up * _rotationVelocity);
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
// 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.Round(_speed * 1000f) / 1000f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_speed = targetSpeed;
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
// move
|
||||
inputDirection = transform.right * _input.move.x + transform.forward * _input.move.y;
|
||||
}
|
||||
|
||||
// move the player
|
||||
_controller.Move(inputDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void JumpAndGravity()
|
||||
{
|
||||
if (Grounded)
|
||||
{
|
||||
// reset the fall timeout timer
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// jump timeout
|
||||
if (_jumpTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_jumpTimeoutDelta -= Time.deltaTime;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// reset the jump timeout timer
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
|
||||
// fall timeout
|
||||
if (_fallTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_fallTimeoutDelta -= Time.deltaTime;
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
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 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
+19
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
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guid: 55919ac34a26952479f3fc91f777b2fa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 196525
|
||||
packageName: Starter Assets - FirstPerson | Updates in new CharacterController
|
||||
package
|
||||
packageVersion: 1.3.1
|
||||
assetPath: Assets/StarterAssets/FirstPersonController/Scripts/FirstPersonController.cs
|
||||
uploadId: 880468
|
||||
Reference in New Issue
Block a user