using UnityEngine; namespace RebootKit.Engine.Simulation.Characters { public class CharacterLocomotion : MonoBehaviour { [SerializeField] CharacterController m_CharacterController; public float maxMovementSpeed = 4.0f; public float maxSprintSpeed = 15.0f; public float jumpHeight = 1.0f; public float gravity = 10f; public float maxFallSpeed = 20f; public float damping = 20.0f; Vector3 m_CurrentVelocity; bool m_IsFalling; bool m_IsSprinting; bool m_JumpRequested; Vector3 m_PendingInputValue; public bool IsGrounded => m_CharacterController.isGrounded; public Vector3 Velocity => m_CurrentVelocity; void Update() { ConsumePendingInput(); UpdateVerticalVelocity(); m_CharacterController.Move(m_CurrentVelocity * Time.deltaTime); ApplyFriction(); DetectFall(); } void DetectFall() { if (m_IsFalling && m_CharacterController.isGrounded) m_IsFalling = false; else if (!m_CharacterController.isGrounded) m_IsFalling = true; } void ConsumePendingInput() { if (!IsGrounded) { m_PendingInputValue = Vector3.zero; return; } m_PendingInputValue.y = 0.0f; float pendingInputMagnitude = m_PendingInputValue.magnitude; Vector3 direction = Vector3.zero; if (pendingInputMagnitude > 0.0f) // normalize vector, reusing magnitude to avoid multiple sqrt calls direction = m_PendingInputValue / pendingInputMagnitude; float movementSpeed = m_IsSprinting ? maxSprintSpeed : maxMovementSpeed; Vector3 movementVelocity = m_CurrentVelocity; movementVelocity.y = 0.0f; movementVelocity += direction * (movementSpeed * pendingInputMagnitude); movementVelocity.y = 0.0f; // Clamp speed float movementVelocityMagnitude = movementVelocity.magnitude; Vector3 movementVelocityDirection = movementVelocityMagnitude > 0.0f ? movementVelocity / movementVelocityMagnitude : Vector3.zero; if (movementVelocityMagnitude > movementSpeed) movementVelocityMagnitude = movementSpeed; movementVelocity = movementVelocityDirection * movementVelocityMagnitude; m_CurrentVelocity.x = movementVelocity.x; m_CurrentVelocity.z = movementVelocity.z; m_PendingInputValue = Vector3.zero; } void UpdateVerticalVelocity() { if (m_CharacterController.isGrounded) { if (m_JumpRequested) { m_CurrentVelocity.y = Mathf.Sqrt(2.0f * gravity * jumpHeight); m_JumpRequested = false; } else { m_CurrentVelocity.y = -1f; } } else { m_CurrentVelocity.y -= gravity * Time.deltaTime; m_CurrentVelocity.y = Mathf.Max(m_CurrentVelocity.y, -maxFallSpeed); } } void ApplyFriction() { if (!IsGrounded) return; Vector3 movementVelocity = m_CurrentVelocity; movementVelocity.y = 0.0f; movementVelocity = Vector3.MoveTowards(movementVelocity, Vector3.zero, damping * Time.deltaTime); m_CurrentVelocity.x = movementVelocity.x; m_CurrentVelocity.z = movementVelocity.z; } public void AddVelocity(Vector3 velocity) { m_CurrentVelocity += velocity; } public void AddMovementInput(Vector3 input, float scale) { m_PendingInputValue += input * scale; } public void Jump() { if (!m_CharacterController.isGrounded) return; m_JumpRequested = true; } public void StartSprint() { m_IsSprinting = true; } public void StopSprint() { m_IsSprinting = false; } } }