working on fpp locomotion, camera spring
This commit is contained in:
59
Assets/jelycho/Code/Player/CameraSpring.cs
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59
Assets/jelycho/Code/Player/CameraSpring.cs
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@@ -0,0 +1,59 @@
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using UnityEngine;
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namespace RealityReboot.jelycho.Player {
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public class CameraSpring : MonoBehaviour {
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[Min(0.01f), SerializeField] float m_HalfLife = 0.075f;
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[SerializeField] float m_Frequency = 10.0f;
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[SerializeField] float m_ForwardAngularDisplacement = 1.0f;
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[SerializeField] float m_SidewaysAngularDisplacement = 1.0f;
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[SerializeField] float m_HeightAngularDisplacement = 2.0f;
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[SerializeField] float m_LinearDisplacement = 0.05f;
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Vector3 m_SpringPosition;
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Vector3 m_SpringVelocity;
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public void Initialize() {
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m_SpringPosition = transform.position;
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m_SpringVelocity = Vector3.zero;
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}
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public void UpdateSpring(float deltaTime, Vector3 up, Vector3 right, Vector3 forward) {
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Spring(ref m_SpringPosition,
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ref m_SpringVelocity,
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transform.position,
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m_HalfLife,
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m_Frequency,
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deltaTime);
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Vector3 localSpringPosition = m_SpringPosition - transform.position;
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float springHeight = Vector3.Dot(localSpringPosition, up);
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float springForward = Vector3.Dot(localSpringPosition, forward);
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float springSideways = Vector3.Dot(localSpringPosition, right);
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float pitch = -springHeight * m_HeightAngularDisplacement + -springForward * m_ForwardAngularDisplacement;
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transform.localEulerAngles = new Vector3(pitch,
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0.0f,
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springSideways * m_SidewaysAngularDisplacement);
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}
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// Source: https://allenchou.net/2015/04/game-math-precise-control-over-numeric-springing/
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static void Spring(ref Vector3 current,
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ref Vector3 velocity,
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Vector3 target,
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float halfLife,
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float frequency,
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float timeStep) {
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float dampingRatio = -Mathf.Log(0.5f) / (frequency * halfLife);
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float f = 1.0f + 2.0f * timeStep * dampingRatio * frequency;
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float oo = frequency * frequency;
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float hoo = timeStep * oo;
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float hhoo = timeStep * hoo;
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float detInv = 1.0f / (f + hhoo);
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Vector3 detX = f * current + timeStep * velocity + hhoo * target;
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Vector3 detV = velocity + hoo * (target - current);
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current = detX * detInv;
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velocity = detV * detInv;
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}
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}
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}
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3
Assets/jelycho/Code/Player/CameraSpring.cs.meta
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3
Assets/jelycho/Code/Player/CameraSpring.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f3305bd258b340d69d9b813f76dc5a01
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timeCreated: 1749115409
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59
Assets/jelycho/Code/Player/FPPCamera.cs
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59
Assets/jelycho/Code/Player/FPPCamera.cs
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@@ -0,0 +1,59 @@
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using RebootKit.Engine.Foundation;
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using RebootKit.Engine.Services.Simulation.Sensors;
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using Unity.Cinemachine;
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using UnityEngine;
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namespace RealityReboot.jelycho.Player {
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[AddComponentMenu(GameConsts.k_AddComponentMenu + "Player/First Person Camera")]
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public class FPPCamera : MonoBehaviour {
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[ConfigVar("fpp.camera.fov", 60.0f, "Field of view for the first person camera.")]
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static ConfigVar s_cameraFOV;
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[SerializeField] float _pickDistance = 5.0f;
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[SerializeField] LayerMask _pickLayer;
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[field: SerializeField]
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public float Sensitivity { get; set; }
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[SerializeField] float _pitchMin = -80f;
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[SerializeField] float _pitchMax = 80f;
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[field: SerializeField]
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public CinemachineCamera Camera { get; private set; }
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readonly RaycastSensor _raycastSensor = new();
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public float Pitch { get; private set; }
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public float Yaw { get; private set; }
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public ISensor Sensor {
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get {
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_raycastSensor.ray = new Ray(Camera.transform.position, Camera.transform.forward);
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_raycastSensor.maxDistance = _pickDistance;
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_raycastSensor.layerMask = _pickLayer;
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return _raycastSensor;
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}
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}
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public void Tick() {
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Camera.Lens.FieldOfView = s_cameraFOV.FloatValue;
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Camera.transform.localRotation = Quaternion.Euler(Pitch, 0f, 0f);
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}
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public void Rotate(float x, float y) {
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float sens = Sensitivity;
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Pitch -= y * sens;
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Pitch = Mathf.Clamp(Pitch, _pitchMin, _pitchMax);
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Yaw += x * sens;
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}
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public void SetLookDirection(Vector3 forward) {
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Pitch = Mathf.Asin(-forward.y) * Mathf.Rad2Deg;
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Yaw = Mathf.Atan2(forward.x, forward.z) * Mathf.Rad2Deg;
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}
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}
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}
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2
Assets/jelycho/Code/Player/FPPCamera.cs.meta
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2
Assets/jelycho/Code/Player/FPPCamera.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: b82691de261d95842bde9bca81db0893
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@@ -1,7 +1,6 @@
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using RebootKit.Engine.Extensions;
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using RebootKit.Engine.Foundation;
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using RebootKit.Engine.Services.Simulation;
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using RebootKit.FPPKit;
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using Unity.Mathematics;
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using UnityEngine;
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using Logger = RebootKit.Engine.Foundation.Logger;
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@@ -9,22 +8,33 @@ using Logger = RebootKit.Engine.Foundation.Logger;
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namespace RealityReboot.jelycho.Player {
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public class PlayerActor : Actor {
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static readonly Logger s_logger = new(nameof(PlayerActor));
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[SerializeField] PlayerFPPLocomotion m_Locomotion;
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[SerializeField] FPPCamera m_Camera;
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[SerializeField] Animator m_Animator;
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[SerializeField] Transform m_DragGutStartPosition;
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[SerializeField] Animator m_Animator;
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[Header("Movement")]
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[SerializeField] PlayerFPPLocomotion m_Locomotion;
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[Header("Camera")]
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[SerializeField] FPPCamera m_Camera;
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[SerializeField] CameraSpring m_CameraSpring;
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[Header("Dragging")]
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[SerializeField] Transform m_DragGutStartPosition;
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[SerializeField] PhysicsObjectDragger m_PhysicsDragger;
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[SerializeField] FloatRange m_DragDistanceRange = new(1.0f, 5.0f);
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[SerializeField] LineRenderer m_LineRenderer;
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public override void OnBeginPlay() {
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m_CameraSpring.Initialize();
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}
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public override void OnTick() {
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m_Locomotion.YawRotation = m_Camera.Yaw;
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m_Camera.Tick();
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m_PhysicsDragger.TargetWorldPosition = m_Camera.Camera.transform.position + m_Camera.Camera.transform.forward * 2.0f;
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if (m_PhysicsDragger.Current.OrNull() != null) {
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if (m_PhysicsDragger.Current.OrNull() is not null) {
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m_LineRenderer.enabled = true;
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m_LineRenderer.SetPosition(0, m_LineRenderer.transform.InverseTransformPoint(m_DragGutStartPosition.position));
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m_LineRenderer.SetPosition(1, m_LineRenderer.transform.InverseTransformPoint(m_PhysicsDragger.Current.position));
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@@ -32,8 +42,17 @@ namespace RealityReboot.jelycho.Player {
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m_LineRenderer.enabled = false;
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}
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Vector3 actorUp = transform.up;
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Vector3 actorRight = transform.right;
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Vector3 actorForward = transform.forward;
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m_CameraSpring.UpdateSpring(Time.deltaTime, actorUp, actorRight, actorForward);
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UpdateAnimator();
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}
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public void SetSprint(bool isSprinting) {
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m_Locomotion.SetSprint(isSprinting);
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}
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public void Jump() {
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m_Locomotion.Jump();
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@@ -44,7 +63,8 @@ namespace RealityReboot.jelycho.Player {
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}
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public void SetMoveInput(Vector2 input) {
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float3 direction = Quaternion.AngleAxis(m_Camera.Yaw, Vector3.up) * new float3(input.x, 0.0f, input.y);
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float3 direction = Quaternion.AngleAxis(transform.eulerAngles.y, Vector3.up) *
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new float3(input.x, 0.0f, input.y);
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m_Locomotion.SetWishDirection(direction);
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}
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@@ -66,12 +86,12 @@ namespace RealityReboot.jelycho.Player {
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}
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void UpdateAnimator() {
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float forwardNormalized = m_Locomotion.LocalVelocity.z / m_Locomotion.runSpeed;
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m_Animator.SetFloat(AnimatorParamHashes.s_VelocityForwardNormalized, forwardNormalized);
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m_Animator.SetFloat(AnimatorParamHashes.s_VelocityRightNormalized, 0.0f);
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m_Animator.SetBool(AnimatorParamHashes.s_IsGrounded, m_Locomotion.IsGrounded);
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// float forwardNormalized = m_Locomotion.LocalVelocity.z / m_Locomotion.runSpeed;
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//
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// m_Animator.SetFloat(AnimatorParamHashes.s_VelocityForwardNormalized, forwardNormalized);
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// m_Animator.SetFloat(AnimatorParamHashes.s_VelocityRightNormalized, 0.0f);
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//
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// m_Animator.SetBool(AnimatorParamHashes.s_IsGrounded, m_Locomotion.IsGrounded);
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}
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}
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}
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@@ -5,7 +5,7 @@ using RebootKit.Engine;
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using RebootKit.Engine.Foundation;
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using RebootKit.Engine.Main;
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using RebootKit.Engine.Services.Input;
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using RebootKit.FPPKit;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.InputSystem;
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@@ -57,6 +57,8 @@ namespace RealityReboot.jelycho.Player {
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Vector2 moveInput = m_Config.moveActionReference.action.ReadValue<Vector2>();
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m_FPPActor.SetMoveInput(moveInput);
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m_FPPActor.SetSprint(m_Config.sprintActionReference.action.IsPressed());
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if (m_Config.jumpActionReference.action.WasPerformedThisFrame()) {
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m_FPPActor.Jump();
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}
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@@ -77,9 +79,40 @@ namespace RealityReboot.jelycho.Player {
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public InputActionReference moveActionReference;
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public InputActionReference lookActionReference;
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public InputActionReference jumpActionReference;
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public InputActionReference sprintActionReference;
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public InputActionReference dragObjectActionReference;
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public InputActionReference primaryActionReference;
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public InputActionReference secondaryActionReference;
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}
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}
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public static class FPPConfig {
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[ConfigVar("fpp.mouse.sens", 0.25f, "Mouse look sensitivity")] public static ConfigVar s_MouseSensitivity;
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[ConfigVar("fpp.mouse.invert.y", 0, "Invert mouse look")] public static ConfigVar s_MouseInvertY;
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[ConfigVar("fpp.gamepad.sens", 4.0f, "Gamepad look sensitivity")] public static ConfigVar s_GamepadSensitivity;
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}
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public static class SensitivityReader {
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public static float2 Read(InputAction action) {
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if (action == null || action.activeControl == null) {
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return float2.zero;
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}
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float2 sensitivity = action.ReadValue<Vector2>();
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bool isGamepad = action.activeControl.device is Gamepad;
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if (isGamepad) {
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sensitivity *= FPPConfig.s_GamepadSensitivity.FloatValue;
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} else {
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sensitivity *= FPPConfig.s_MouseSensitivity.FloatValue;
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if (FPPConfig.s_MouseInvertY.IndexValue == 1) {
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sensitivity.y *= -1;
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}
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}
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return sensitivity;
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}
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}
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}
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@@ -1,17 +1,15 @@
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using System;
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using System.Runtime.CompilerServices;
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using RebootKit.Engine.Extensions;
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using KinematicCharacterController;
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using Unity.Mathematics;
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using UnityEngine;
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using Logger = RebootKit.Engine.Foundation.Logger;
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namespace RealityReboot.jelycho.Player {
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[RequireComponent(typeof(Rigidbody), typeof(CapsuleCollider))]
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public class PlayerFPPLocomotion : MonoBehaviour {
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static readonly RaycastHit[] s_HitBuffer = new RaycastHit[32];
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[SerializeField] Rigidbody m_Rigidbody;
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[SerializeField] CapsuleCollider m_CapsuleCollider;
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[SerializeField] LayerMask m_GroundLayerMask;
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public class PlayerFPPLocomotion : MonoBehaviour, ICharacterController {
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static readonly Logger s_logger = new(nameof(PlayerFPPLocomotion));
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[SerializeField] KinematicCharacterMotor m_Motor;
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public float runSpeed = 10.0f;
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public float sprintSpeed = 20.0f;
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@@ -19,146 +17,170 @@ namespace RealityReboot.jelycho.Player {
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public float groundAcceleration = 10.0f;
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public float groundFriction = 10.0f;
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public float airFriction = 1.0f;
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public float jumpHeight = 2.0f;
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public float inAirAcceleration = 10.0f;
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public float jumpInputDuration = 0.2f;
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public float coyoteDuration = 0.2f;
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[Range(0.0f, 1.0f)] public float airControl = 0.5f;
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public float gravity = 9.8f;
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public float3 Velocity => m_Rigidbody.linearVelocity;
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public float3 LocalVelocity => m_Rigidbody.transform.InverseTransformDirection(m_Rigidbody.linearVelocity);
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float3 m_WishDir;
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bool m_IsSprinting;
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public bool IsGrounded { get; private set; }
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public float YawRotation { get; set; }
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Vector3 m_WishDir;
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bool m_IsSprinting;
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bool m_IsJumpRequested;
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float m_JumpRequestedTime;
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float m_LastGroundedTime;
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Vector3 m_LastVelocity;
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public bool IsGrounded => m_Motor.GroundingStatus.IsStableOnGround;
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void Awake() {
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m_Motor.CharacterController = this;
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}
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void FixedUpdate() {
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IsGrounded = CheckGrounded();
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float3 vel = m_Rigidbody.linearVelocity;
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if (IsGrounded) {
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UpdateGroundVelocity(ref vel, Time.fixedDeltaTime);
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} else {
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UpdateAirVelocity(ref vel, Time.fixedDeltaTime);
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}
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m_Rigidbody.linearVelocity = vel;
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}
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void ApplyGroundFriction(ref float3 vel, float dt) {
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float speed = math.length(vel);
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if (speed < 0.1f) {
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vel = float3.zero;
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return;
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}
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float drop = speed * groundFriction * dt;
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float newSpeed = speed - drop;
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if (newSpeed < 0.0f) {
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newSpeed = 0.0f;
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}
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newSpeed /= speed;
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vel *= newSpeed;
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}
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void ApplyGravity(ref float3 vel, float dt) {
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vel.y -= gravity * dt;
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}
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void Accelerate(ref float3 vel, float3 wishDir, float wishSpeed, float acceleration, float dt) {
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float currentSpeed = math.dot(vel, wishDir);
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float addSpeed = wishSpeed - currentSpeed;
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if (addSpeed <= 0.0f) {
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return;
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}
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float accelSpeed = acceleration * dt * wishSpeed;
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if (accelSpeed > addSpeed) {
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accelSpeed = addSpeed;
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}
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vel += accelSpeed * wishDir;
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}
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void UpdateGroundVelocity(ref float3 vel, float dt) {
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ApplyGroundFriction(ref vel, dt);
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float wishSpeed;
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if (m_IsSprinting) {
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wishSpeed = sprintSpeed;
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} else {
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wishSpeed = runSpeed;
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}
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Accelerate(ref vel, m_WishDir, wishSpeed, groundAcceleration, dt);
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ApplyGravity(ref vel, dt);
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}
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void UpdateAirVelocity(ref float3 vel, float dt) {
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ApplyGravity(ref vel, dt);
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Accelerate(ref vel, m_WishDir, runSpeed, inAirAcceleration, dt);
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}
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void OnValidate() {
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if (m_Rigidbody == null) {
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m_Rigidbody = GetComponent<Rigidbody>();
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}
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}
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void OnDrawGizmosSelected() {
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float3 origin = transform.position;
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void OnDrawGizmos() {
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Gizmos.color = Color.blue;
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Gizmos.DrawLine(origin, origin + m_WishDir);
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Gizmos.color = Color.green;
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Gizmos.DrawLine(origin, origin + Velocity);
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Gizmos.DrawLine(transform.position,
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transform.position + m_WishDir * 2.0f);
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}
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bool CheckGrounded() {
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float3 origin = transform.position + Vector3.up * 0.1f;
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float3 direction = Vector3.down;
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float distance = 0.2f;
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int hitCount = Physics.SphereCastNonAlloc(origin,
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m_CapsuleCollider.radius,
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direction,
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s_HitBuffer,
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distance,
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m_GroundLayerMask,
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QueryTriggerInteraction.Ignore);
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for (int i = 0; i < hitCount; i++) {
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RaycastHit hit = s_HitBuffer[i];
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if (hit.collider is not null && hit.collider.gameObject != gameObject) {
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return true;
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||||
}
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}
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||||
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||||
return false;
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void OnGUI() {
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GUI.Label(new Rect(0, 0, Screen.width, Screen.height),
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$"Wish Direction: {m_WishDir}\n" +
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$"Is Grounded: {m_Motor.GroundingStatus.IsStableOnGround}\n" +
|
||||
$"Is Jump Requested: {m_IsJumpRequested}\n" +
|
||||
$"Motor Velocity: {m_Motor.Velocity}, magnitude: {m_Motor.Velocity.magnitude}\n" +
|
||||
$"Motor Base Velocity: {m_Motor.BaseVelocity}, magnitude: {m_Motor.BaseVelocity.magnitude}\n" +
|
||||
$"Last Velocity: {m_LastVelocity}, magnitude: {math.length(m_LastVelocity)}\n");
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetWishDirection(float3 dir) {
|
||||
public void SetWishDirection(Vector3 dir) {
|
||||
m_WishDir = dir;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Jump() {
|
||||
if (IsGrounded) {
|
||||
m_Rigidbody.AddForce(Vector3.up * CalculateJumpVelocity(jumpHeight, gravity), ForceMode.VelocityChange);
|
||||
}
|
||||
m_IsJumpRequested = true;
|
||||
m_JumpRequestedTime = Time.time;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetSprint(bool isSprinting) {
|
||||
m_IsSprinting = isSprinting;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
static float CalculateJumpVelocity(float jumpHeight, float gravity) {
|
||||
return math.sqrt(2.0f * gravity * jumpHeight);
|
||||
}
|
||||
|
||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) {
|
||||
currentRotation = Quaternion.AngleAxis(YawRotation, Vector3.up);
|
||||
}
|
||||
|
||||
void Accelerate(ref Vector3 currentVelocity,
|
||||
float wishSpeed,
|
||||
float control,
|
||||
float deltaTime) {
|
||||
float currentSpeed = Vector3.Dot(currentVelocity, m_WishDir);
|
||||
|
||||
float addSpeed = wishSpeed - currentSpeed;
|
||||
if (addSpeed <= 0.0f) {
|
||||
return;
|
||||
}
|
||||
|
||||
float accelSpeed = groundAcceleration * deltaTime * wishSpeed;
|
||||
if (accelSpeed > addSpeed) {
|
||||
accelSpeed = addSpeed;
|
||||
}
|
||||
|
||||
currentVelocity += accelSpeed * control * m_WishDir;
|
||||
}
|
||||
|
||||
void ApplyFriction(ref Vector3 currentVelocity, float friction, float deltaTime) {
|
||||
float speed = currentVelocity.magnitude;
|
||||
if (speed <= 0.0f) {
|
||||
return;
|
||||
}
|
||||
|
||||
float drop = speed * friction * deltaTime;
|
||||
if (drop < speed) {
|
||||
currentVelocity *= (speed - drop) / speed;
|
||||
} else {
|
||||
currentVelocity = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
void GroundMovement(ref Vector3 currentVelocity, float deltaTime) {
|
||||
float wishSpeed = m_IsSprinting ? sprintSpeed : runSpeed;
|
||||
Accelerate(ref currentVelocity, wishSpeed, 1.0f, deltaTime);
|
||||
ApplyFriction(ref currentVelocity, groundFriction, deltaTime);
|
||||
}
|
||||
|
||||
void ApplyGravity(ref Vector3 currentVelocity, float deltaTime) {
|
||||
currentVelocity.y -= gravity * deltaTime;
|
||||
}
|
||||
|
||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) {
|
||||
if (Time.time > m_JumpRequestedTime + jumpInputDuration) {
|
||||
m_IsJumpRequested = false;
|
||||
}
|
||||
|
||||
if (m_Motor.GroundingStatus.IsStableOnGround) {
|
||||
m_LastGroundedTime = Time.time;
|
||||
}
|
||||
|
||||
bool canJump = m_Motor.GroundingStatus.IsStableOnGround ||
|
||||
Time.time < m_LastGroundedTime + coyoteDuration;
|
||||
|
||||
if (m_IsJumpRequested && canJump) {
|
||||
currentVelocity.y = CalculateJumpVelocity(jumpHeight, gravity);
|
||||
m_Motor.ForceUnground();
|
||||
|
||||
m_IsJumpRequested = false;
|
||||
m_LastGroundedTime = 0.0f;
|
||||
}
|
||||
|
||||
if (m_Motor.GroundingStatus.IsStableOnGround) {
|
||||
GroundMovement(ref currentVelocity, deltaTime);
|
||||
} else {
|
||||
Accelerate(ref currentVelocity, runSpeed, airControl, deltaTime);
|
||||
ApplyFriction(ref currentVelocity, airFriction, deltaTime);
|
||||
|
||||
ApplyGravity(ref currentVelocity, deltaTime);
|
||||
}
|
||||
|
||||
m_LastVelocity = currentVelocity;
|
||||
}
|
||||
|
||||
public void BeforeCharacterUpdate(float deltaTime) {
|
||||
}
|
||||
|
||||
public void PostGroundingUpdate(float deltaTime) {
|
||||
}
|
||||
|
||||
public void AfterCharacterUpdate(float deltaTime) {
|
||||
}
|
||||
|
||||
public bool IsColliderValidForCollisions(Collider coll) {
|
||||
return true;
|
||||
}
|
||||
|
||||
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) {
|
||||
}
|
||||
|
||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) {
|
||||
}
|
||||
|
||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) {
|
||||
}
|
||||
|
||||
public void OnDiscreteCollisionDetected(Collider hitCollider) {
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user