Test Szenen + erstes Movement Teil 3

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2026-05-05 21:03:07 +02:00
parent bf192ab9fa
commit b90873fb98
449 changed files with 11149 additions and 0 deletions
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using UnityEngine;
public class BasicRigidBodyPush : MonoBehaviour
{
public LayerMask pushLayers;
public bool canPush;
[Range(0.5f, 5f)] public float strength = 1.1f;
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (canPush) PushRigidBodies(hit);
}
private void PushRigidBodies(ControllerColliderHit hit)
{
// https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
// make sure we hit a non kinematic rigidbody
Rigidbody body = hit.collider.attachedRigidbody;
if (body == null || body.isKinematic) return;
// make sure we only push desired layer(s)
var bodyLayerMask = 1 << body.gameObject.layer;
if ((bodyLayerMask & pushLayers.value) == 0) return;
// We dont want to push objects below us
if (hit.moveDirection.y < -0.3f) return;
// Calculate push direction from move direction, horizontal motion only
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
// Apply the push and take strength into account
body.AddForce(pushDir * strength, ForceMode.Impulse);
}
}
@@ -0,0 +1,268 @@
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 FirstPersonController : MonoBehaviour
{
[Header("Player")]
[Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 4.0f;
[Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 6.0f;
[Tooltip("Rotation speed of the character")]
public float RotationSpeed = 1.0f;
[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 = 0.1f;
[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 = 0.5f;
[Tooltip("What layers the character uses as ground")]
public LayerMask GroundLayers;
[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 float TopClamp = 90.0f;
[Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -90.0f;
// cinemachine
private float _cinemachineTargetPitch;
// player
private float _speed;
private float _rotationVelocity;
private float _verticalVelocity;
private float _terminalVelocity = 53.0f;
// timeout deltatime
private float _jumpTimeoutDelta;
private float _fallTimeoutDelta;
#if ENABLE_INPUT_SYSTEM
private PlayerInput _playerInput;
#endif
private CharacterController _controller;
private StarterAssetsInputs _input;
private GameObject _mainCamera;
private const float _threshold = 0.01f;
private bool IsCurrentDeviceMouse
{
get
{
#if ENABLE_INPUT_SYSTEM
return _playerInput.currentControlScheme == "KeyboardMouse";
#else
return false;
#endif
}
}
private void Awake()
{
// get a reference to our main camera
if (_mainCamera == null)
{
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
}
}
private void Start()
{
_controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>();
#if ENABLE_INPUT_SYSTEM
_playerInput = GetComponent<PlayerInput>();
#else
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);
}
}
}
@@ -0,0 +1,270 @@
{
"name": "StarterAssets",
"maps": [
{
"name": "Player",
"id": "f62a4b92-ef5e-4175-8f4c-c9075429d32c",
"actions": [
{
"name": "Move",
"type": "Value",
"id": "6bc1aaf4-b110-4ff7-891e-5b9fe6f32c4d",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
},
{
"name": "Look",
"type": "Value",
"id": "2690c379-f54d-45be-a724-414123833eb4",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
},
{
"name": "Jump",
"type": "Button",
"id": "8c4abdf8-4099-493a-aa1a-129acec7c3df",
"expectedControlType": "Button",
"processors": "",
"interactions": ""
},
{
"name": "Sprint",
"type": "PassThrough",
"id": "980e881e-182c-404c-8cbf-3d09fdb48fef",
"expectedControlType": "",
"processors": "",
"interactions": ""
}
],
"bindings": [
{
"name": "WASD",
"id": "b7594ddb-26c9-4ba2-bd5a-901468929edc",
"path": "2DVector(mode=1)",
"interactions": "",
"processors": "",
"groups": "",
"action": "Move",
"isComposite": true,
"isPartOfComposite": false
},
{
"name": "up",
"id": "2063a8b5-6a45-43de-851b-65f3d46e7b58",
"path": "<Keyboard>/w",
"interactions": "",
"processors": "",
"groups": "KeyboardMouse",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "down",
"id": "64e4d037-32e1-4fb9-80e4-fc7330404dfe",
"path": "<Keyboard>/s",
"interactions": "",
"processors": "",
"groups": "KeyboardMouse",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "left",
"id": "0fce8b11-5eab-4e4e-a741-b732e7b20873",
"path": "<Keyboard>/a",
"interactions": "",
"processors": "",
"groups": "KeyboardMouse",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "right",
"id": "7bdda0d6-57a8-47c8-8238-8aecf3110e47",
"path": "<Keyboard>/d",
"interactions": "",
"processors": "",
"groups": "KeyboardMouse",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "up",
"id": "bb94b405-58d3-4998-8535-d705c1218a98",
"path": "<Keyboard>/upArrow",
"interactions": "",
"processors": "",
"groups": "KeyboardMouse",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "down",
"id": "929d9071-7dd0-4368-9743-6793bb98087e",
"path": "<Keyboard>/downArrow",
"interactions": "",
"processors": "",
"groups": "KeyboardMouse",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "left",
"id": "28abadba-06ff-4d37-bb70-af2f1e35a3b9",
"path": "<Keyboard>/leftArrow",
"interactions": "",
"processors": "",
"groups": "KeyboardMouse",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "right",
"id": "45f115b6-9b4f-4ba8-b500-b94c93bf7d7e",
"path": "<Keyboard>/rightArrow",
"interactions": "",
"processors": "",
"groups": "KeyboardMouse",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "",
"id": "e2f9aa65-db06-4c5b-a2e9-41bc8acb9517",
"path": "<Gamepad>/leftStick",
"interactions": "",
"processors": "StickDeadzone",
"groups": "Gamepad",
"action": "Move",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "ed66cbff-2900-4a62-8896-696503cfcd31",
"path": "<Pointer>/delta",
"interactions": "",
"processors": "InvertVector2(invertX=false),ScaleVector2(x=0.05,y=0.05)",
"groups": "KeyboardMouse",
"action": "Look",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "d1d171b6-19d8-47a6-ba3a-71b6a8e7b3c0",
"path": "<Gamepad>/rightStick",
"interactions": "",
"processors": "InvertVector2(invertX=false),StickDeadzone,ScaleVector2(x=300,y=300)",
"groups": "Gamepad",
"action": "Look",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "1bd55a0b-761e-4ae4-89ae-8ec127e08a29",
"path": "<Keyboard>/space",
"interactions": "",
"processors": "",
"groups": "KeyboardMouse",
"action": "Jump",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "9f973413-5e27-4239-acee-38c4a63feeba",
"path": "<Gamepad>/buttonSouth",
"interactions": "",
"processors": "",
"groups": "Gamepad",
"action": "Jump",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "dc65b89f-9bd3-43fb-92af-d0d87ba5faa4",
"path": "<Keyboard>/leftShift",
"interactions": "",
"processors": "",
"groups": "KeyboardMouse",
"action": "Sprint",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "c8fcd86e-dcfd-4f88-8e93-b638cdbf3320",
"path": "<Gamepad>/leftTrigger",
"interactions": "",
"processors": "",
"groups": "Gamepad",
"action": "Sprint",
"isComposite": false,
"isPartOfComposite": false
}
]
}
],
"controlSchemes": [
{
"name": "KeyboardMouse",
"bindingGroup": "KeyboardMouse",
"devices": [
{
"devicePath": "<Keyboard>",
"isOptional": false,
"isOR": false
},
{
"devicePath": "<Mouse>",
"isOptional": false,
"isOR": false
}
]
},
{
"name": "Gamepad",
"bindingGroup": "Gamepad",
"devices": [
{
"devicePath": "<Gamepad>",
"isOptional": true,
"isOR": false
},
{
"devicePath": "<XInputController>",
"isOptional": true,
"isOR": false
},
{
"devicePath": "<DualShockGamepad>",
"isOptional": true,
"isOR": false
}
]
},
{
"name": "Xbox Controller",
"bindingGroup": "Xbox Controller",
"devices": []
},
{
"name": "PS4 Controller",
"bindingGroup": "PS4 Controller",
"devices": []
}
]
}
@@ -0,0 +1,26 @@
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@@ -0,0 +1,80 @@
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace StarterAssets
{
public class StarterAssetsInputs : MonoBehaviour
{
[Header("Character Input Values")]
public Vector2 move;
public Vector2 look;
public bool jump;
public bool sprint;
[Header("Movement Settings")]
public bool analogMovement;
[Header("Mouse Cursor Settings")]
public bool cursorLocked = true;
public bool cursorInputForLook = true;
#if ENABLE_INPUT_SYSTEM
public void OnMove(InputValue value)
{
MoveInput(value.Get<Vector2>());
}
public void OnLook(InputValue value)
{
if(cursorInputForLook)
{
LookInput(value.Get<Vector2>());
}
}
public void OnJump(InputValue value)
{
JumpInput(value.isPressed);
}
public void OnSprint(InputValue value)
{
SprintInput(value.isPressed);
}
#endif
public void MoveInput(Vector2 newMoveDirection)
{
move = newMoveDirection;
}
public void LookInput(Vector2 newLookDirection)
{
look = newLookDirection;
}
public void JumpInput(bool newJumpState)
{
jump = newJumpState;
}
public void SprintInput(bool newSprintState)
{
sprint = newSprintState;
}
private void OnApplicationFocus(bool hasFocus)
{
SetCursorState(cursorLocked);
}
private void SetCursorState(bool newState)
{
Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
}
}
}
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- heading:
text: 'Starter Assets include First and Third Person Character controllers built
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linkText: Starter Assets - First Person Character Controller
url: http://u3d.as/2z1q
- heading:
text:
linkText: Starter Assets - Third Person Character Controller
url: http://u3d.as/2z1r
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linkText:
url:
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linkText:
url:
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text: In StarterAssets/ThirdPersonController/Scenes or StarterAssets/FirstPersonController/Scenes,
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to your liking.
linkText:
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linkText:
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- heading: 'We want to hear your feedback! '
text:
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