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259 lines
9.3 KiB
259 lines
9.3 KiB
using System; |
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using UnityEngine; |
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using UnityStandardAssets.CrossPlatformInput; |
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using UnityStandardAssets.Utility; |
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using Random = UnityEngine.Random; |
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namespace UnityStandardAssets.Characters.FirstPerson |
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{ |
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[RequireComponent(typeof (CharacterController))] |
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[RequireComponent(typeof (AudioSource))] |
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public class FirstPersonController : MonoBehaviour |
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{ |
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[SerializeField] private bool m_IsWalking; |
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[SerializeField] private float m_WalkSpeed; |
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[SerializeField] private float m_RunSpeed; |
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[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; |
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[SerializeField] private float m_JumpSpeed; |
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[SerializeField] private float m_StickToGroundForce; |
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[SerializeField] private float m_GravityMultiplier; |
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[SerializeField] private MouseLook m_MouseLook; |
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[SerializeField] private bool m_UseFovKick; |
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[SerializeField] private FOVKick m_FovKick = new FOVKick(); |
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[SerializeField] private bool m_UseHeadBob; |
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[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); |
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[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); |
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[SerializeField] private float m_StepInterval; |
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[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. |
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[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. |
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[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. |
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private Camera m_Camera; |
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private bool m_Jump; |
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private float m_YRotation; |
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private Vector2 m_Input; |
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private Vector3 m_MoveDir = Vector3.zero; |
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private CharacterController m_CharacterController; |
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private CollisionFlags m_CollisionFlags; |
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private bool m_PreviouslyGrounded; |
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private Vector3 m_OriginalCameraPosition; |
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private float m_StepCycle; |
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private float m_NextStep; |
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private bool m_Jumping; |
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private AudioSource m_AudioSource; |
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// Use this for initialization |
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private void Start() |
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{ |
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m_CharacterController = GetComponent<CharacterController>(); |
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m_Camera = Camera.main; |
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m_OriginalCameraPosition = m_Camera.transform.localPosition; |
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m_FovKick.Setup(m_Camera); |
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m_HeadBob.Setup(m_Camera, m_StepInterval); |
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m_StepCycle = 0f; |
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m_NextStep = m_StepCycle/2f; |
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m_Jumping = false; |
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m_AudioSource = GetComponent<AudioSource>(); |
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m_MouseLook.Init(transform , m_Camera.transform); |
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} |
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// Update is called once per frame |
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private void Update() |
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{ |
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RotateView(); |
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// the jump state needs to read here to make sure it is not missed |
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if (!m_Jump) |
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{ |
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m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); |
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} |
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if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) |
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{ |
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StartCoroutine(m_JumpBob.DoBobCycle()); |
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PlayLandingSound(); |
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m_MoveDir.y = 0f; |
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m_Jumping = false; |
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} |
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if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) |
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{ |
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m_MoveDir.y = 0f; |
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} |
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m_PreviouslyGrounded = m_CharacterController.isGrounded; |
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} |
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private void PlayLandingSound() |
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{ |
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m_AudioSource.clip = m_LandSound; |
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m_AudioSource.Play(); |
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m_NextStep = m_StepCycle + .5f; |
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} |
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private void FixedUpdate() |
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{ |
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float speed; |
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GetInput(out speed); |
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// always move along the camera forward as it is the direction that it being aimed at |
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Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; |
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// get a normal for the surface that is being touched to move along it |
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RaycastHit hitInfo; |
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Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, |
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m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore); |
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desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; |
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m_MoveDir.x = desiredMove.x*speed; |
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m_MoveDir.z = desiredMove.z*speed; |
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if (m_CharacterController.isGrounded) |
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{ |
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m_MoveDir.y = -m_StickToGroundForce; |
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if (m_Jump) |
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{ |
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m_MoveDir.y = m_JumpSpeed; |
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PlayJumpSound(); |
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m_Jump = false; |
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m_Jumping = true; |
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} |
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} |
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else |
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{ |
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m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; |
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} |
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m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); |
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ProgressStepCycle(speed); |
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UpdateCameraPosition(speed); |
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m_MouseLook.UpdateCursorLock(); |
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} |
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private void PlayJumpSound() |
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{ |
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m_AudioSource.clip = m_JumpSound; |
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m_AudioSource.Play(); |
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} |
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private void ProgressStepCycle(float speed) |
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{ |
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if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) |
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{ |
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m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* |
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Time.fixedDeltaTime; |
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} |
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if (!(m_StepCycle > m_NextStep)) |
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{ |
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return; |
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} |
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m_NextStep = m_StepCycle + m_StepInterval; |
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PlayFootStepAudio(); |
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} |
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private void PlayFootStepAudio() |
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{ |
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if (!m_CharacterController.isGrounded) |
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{ |
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return; |
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} |
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// pick & play a random footstep sound from the array, |
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// excluding sound at index 0 |
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int n = Random.Range(1, m_FootstepSounds.Length); |
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m_AudioSource.clip = m_FootstepSounds[n]; |
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m_AudioSource.PlayOneShot(m_AudioSource.clip); |
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// move picked sound to index 0 so it's not picked next time |
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m_FootstepSounds[n] = m_FootstepSounds[0]; |
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m_FootstepSounds[0] = m_AudioSource.clip; |
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} |
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private void UpdateCameraPosition(float speed) |
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{ |
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Vector3 newCameraPosition; |
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if (!m_UseHeadBob) |
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{ |
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return; |
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} |
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if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) |
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{ |
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m_Camera.transform.localPosition = |
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m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + |
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(speed*(m_IsWalking ? 1f : m_RunstepLenghten))); |
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newCameraPosition = m_Camera.transform.localPosition; |
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newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); |
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} |
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else |
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{ |
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newCameraPosition = m_Camera.transform.localPosition; |
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newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); |
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} |
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m_Camera.transform.localPosition = newCameraPosition; |
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} |
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private void GetInput(out float speed) |
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{ |
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// Read input |
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float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); |
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float vertical = CrossPlatformInputManager.GetAxis("Vertical"); |
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bool waswalking = m_IsWalking; |
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#if !MOBILE_INPUT |
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// On standalone builds, walk/run speed is modified by a key press. |
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// keep track of whether or not the character is walking or running |
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m_IsWalking = !Input.GetKey(KeyCode.LeftShift); |
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#endif |
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// set the desired speed to be walking or running |
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speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; |
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m_Input = new Vector2(horizontal, vertical); |
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// normalize input if it exceeds 1 in combined length: |
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if (m_Input.sqrMagnitude > 1) |
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{ |
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m_Input.Normalize(); |
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} |
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// handle speed change to give an fov kick |
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// only if the player is going to a run, is running and the fovkick is to be used |
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if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) |
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{ |
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StopAllCoroutines(); |
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StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); |
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} |
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} |
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private void RotateView() |
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{ |
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m_MouseLook.LookRotation (transform, m_Camera.transform); |
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} |
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private void OnControllerColliderHit(ControllerColliderHit hit) |
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{ |
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Rigidbody body = hit.collider.attachedRigidbody; |
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//dont move the rigidbody if the character is on top of it |
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if (m_CollisionFlags == CollisionFlags.Below) |
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{ |
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return; |
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} |
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if (body == null || body.isKinematic) |
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{ |
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return; |
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} |
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body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); |
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} |
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} |
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}
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