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