using UnityEngine; using Unity.Mathematics; namespace RebootKit.FPPKit { public class FPPLocomotion : MonoBehaviour { [SerializeField] CharacterController m_CharacterController; public float maxStrafeSpeed = 2.0f; public float maxMovementSpeedBackward = 2.0f; 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; [Range(0.0f, 1.0f)] public float airControlRatio = 0.5f; float3 m_CurrentVelocity; bool m_IsFalling; bool m_IsSprinting; bool m_JumpRequested; float3 m_PendingInputValue; public bool IsGrounded => m_CharacterController.isGrounded; public bool IsMovingBackwards { get; private set; } public bool IsSprinting => m_IsSprinting; public bool IsStrafing { get; private set; } public float3 Velocity => m_CurrentVelocity; public float3 LocalVelocity => m_CharacterController.transform.InverseTransformDirection(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 *= airControlRatio; } m_PendingInputValue.y = 0.0f; float3 localInputValue = m_CharacterController.transform.InverseTransformDirection(m_PendingInputValue); float pendingInputMagnitude = math.length(m_PendingInputValue); float3 direction = float3.zero; if (pendingInputMagnitude > 0.0f) { direction = math.normalize(m_PendingInputValue); } IsStrafing = false; IsMovingBackwards = false; float movementSpeed; if (math.dot(localInputValue, Vector3.forward) <= 0.0f) { movementSpeed = maxMovementSpeedBackward; IsMovingBackwards = true; } else if (m_IsSprinting) { movementSpeed = maxSprintSpeed; } else if (math.abs(localInputValue.x) > 0.0f && math.abs(localInputValue.z) < 0.1f) { movementSpeed = maxStrafeSpeed; } else { movementSpeed = maxMovementSpeed; } float3 movementVelocity = m_CurrentVelocity; movementVelocity.y = 0.0f; movementVelocity += direction * (movementSpeed * pendingInputMagnitude); movementVelocity.y = 0.0f; float movementVelocityMagnitude = math.length(movementVelocity); float3 movementVelocityDirection = movementVelocityMagnitude > 0.0f ? math.normalize(movementVelocity) : float3.zero; if (movementVelocityMagnitude > movementSpeed) { movementVelocityMagnitude = movementSpeed; } movementVelocity = movementVelocityDirection * movementVelocityMagnitude; m_CurrentVelocity.x = movementVelocity.x; m_CurrentVelocity.z = movementVelocity.z; m_PendingInputValue = float3.zero; } void UpdateVerticalVelocity() { if (m_CharacterController.isGrounded) { if (m_JumpRequested) { m_CurrentVelocity.y = math.sqrt(2.0f * gravity * jumpHeight); m_JumpRequested = false; } else { m_CurrentVelocity.y = -1f; } } else { m_CurrentVelocity.y -= gravity * Time.deltaTime; m_CurrentVelocity.y = math.max(m_CurrentVelocity.y, -maxFallSpeed); } } void ApplyFriction() { if (!IsGrounded) { return; } float3 movementVelocity = m_CurrentVelocity; movementVelocity.y = 0.0f; movementVelocity = math.lerp(movementVelocity, float3.zero, damping * Time.deltaTime); m_CurrentVelocity.x = movementVelocity.x; m_CurrentVelocity.z = movementVelocity.z; } public void AddVelocity(float3 velocity) { m_CurrentVelocity += velocity; } public void AddMovementInput(float3 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; } } }