163 lines
6.7 KiB
C#
163 lines
6.7 KiB
C#
using UnityEngine;
|
||
using System.Collections;
|
||
|
||
namespace UMA.Dynamics.Examples
|
||
{
|
||
[RequireComponent (typeof (CharacterController))]
|
||
public class FPSWalkerEnhanced: MonoBehaviour
|
||
{
|
||
public float walkSpeed = 6.0f;
|
||
|
||
public float runSpeed = 11.0f;
|
||
|
||
// If true, diagonal speed (when strafing + moving forward or back) can't exceed normal move speed; otherwise it's about 1.4 times faster
|
||
public bool limitDiagonalSpeed = true;
|
||
|
||
// If checked, the run key toggles between running and walking. Otherwise player runs if the key is held down and walks otherwise
|
||
// There must be a button set up in the Input Manager called "Run"
|
||
public bool toggleRun = false;
|
||
|
||
public float jumpSpeed = 8.0f;
|
||
public float gravity = 20.0f;
|
||
|
||
// Units that player can fall before a falling damage function is run. To disable, type "infinity" in the inspector
|
||
public float fallingDamageThreshold = 10.0f;
|
||
|
||
// If the player ends up on a slope which is at least the Slope Limit as set on the character controller, then he will slide down
|
||
public bool slideWhenOverSlopeLimit = false;
|
||
|
||
// If checked and the player is on an object tagged "Slide", he will slide down it regardless of the slope limit
|
||
public bool slideOnTaggedObjects = false;
|
||
|
||
public float slideSpeed = 12.0f;
|
||
|
||
// If checked, then the player can change direction while in the air
|
||
public bool airControl = false;
|
||
|
||
// Small amounts of this results in bumping when walking down slopes, but large amounts results in falling too fast
|
||
public float antiBumpFactor = .75f;
|
||
|
||
// Player must be grounded for at least this many physics frames before being able to jump again; set to 0 to allow bunny hopping
|
||
public int antiBunnyHopFactor = 1;
|
||
|
||
private Vector3 moveDirection = Vector3.zero;
|
||
private bool grounded = false;
|
||
private CharacterController controller;
|
||
private Transform myTransform;
|
||
private float speed;
|
||
private RaycastHit hit;
|
||
private float fallStartLevel;
|
||
private bool falling;
|
||
private float slideLimit;
|
||
private float rayDistance;
|
||
private Vector3 contactPoint;
|
||
private bool playerControl = false;
|
||
private int jumpTimer;
|
||
|
||
void Start() {
|
||
controller = GetComponent<CharacterController>();
|
||
myTransform = transform;
|
||
speed = walkSpeed;
|
||
rayDistance = controller.height * .5f + controller.radius;
|
||
slideLimit = controller.slopeLimit - .1f;
|
||
jumpTimer = antiBunnyHopFactor;
|
||
}
|
||
|
||
void FixedUpdate() {
|
||
float inputX = Input.GetAxis("Horizontal");
|
||
float inputY = Input.GetAxis("Vertical");
|
||
// If both horizontal and vertical are used simultaneously, limit speed (if allowed), so the total doesn't exceed normal move speed
|
||
float inputModifyFactor = (inputX != 0.0f && inputY != 0.0f && limitDiagonalSpeed)? .7071f : 1.0f;
|
||
|
||
if (grounded) {
|
||
bool sliding = false;
|
||
// See if surface immediately below should be slid down. We use this normally rather than a ControllerColliderHit point,
|
||
// because that interferes with step climbing amongst other annoyances
|
||
if (Physics.Raycast(myTransform.position, -Vector3.up, out hit, rayDistance)) {
|
||
if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
|
||
sliding = true;
|
||
}
|
||
// However, just raycasting straight down from the center can fail when on steep slopes
|
||
// So if the above raycast didn't catch anything, raycast down from the stored ControllerColliderHit point instead
|
||
else {
|
||
Physics.Raycast(contactPoint + Vector3.up, -Vector3.up, out hit);
|
||
if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
|
||
sliding = true;
|
||
}
|
||
|
||
// If we were falling, and we fell a vertical distance greater than the threshold, run a falling damage routine
|
||
if (falling) {
|
||
falling = false;
|
||
if (myTransform.position.y < fallStartLevel - fallingDamageThreshold)
|
||
FallingDamageAlert (fallStartLevel - myTransform.position.y);
|
||
}
|
||
|
||
// If running isn't on a toggle, then use the appropriate speed depending on whether the run button is down
|
||
if (!toggleRun)
|
||
speed = Input.GetKey(KeyCode.LeftShift)? runSpeed : walkSpeed;
|
||
|
||
// If sliding (and it's allowed), or if we're on an object tagged "Slide", get a vector pointing down the slope we're on
|
||
if ( (sliding && slideWhenOverSlopeLimit) || (slideOnTaggedObjects && hit.collider.tag == "Slide") ) {
|
||
Vector3 hitNormal = hit.normal;
|
||
moveDirection = new Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
|
||
Vector3.OrthoNormalize (ref hitNormal, ref moveDirection);
|
||
moveDirection *= slideSpeed;
|
||
playerControl = false;
|
||
}
|
||
// Otherwise recalculate moveDirection directly from axes, adding a bit of -y to avoid bumping down inclines
|
||
else {
|
||
moveDirection = new Vector3(inputX * inputModifyFactor, -antiBumpFactor, inputY * inputModifyFactor);
|
||
moveDirection = myTransform.TransformDirection(moveDirection) * speed;
|
||
playerControl = true;
|
||
}
|
||
|
||
// Jump! But only if the jump button has been released and player has been grounded for a given number of frames
|
||
if (!Input.GetButton("Jump"))
|
||
jumpTimer++;
|
||
else if (jumpTimer >= antiBunnyHopFactor) {
|
||
moveDirection.y = jumpSpeed;
|
||
jumpTimer = 0;
|
||
}
|
||
}
|
||
else {
|
||
// If we stepped over a cliff or something, set the height at which we started falling
|
||
if (!falling) {
|
||
falling = true;
|
||
fallStartLevel = myTransform.position.y;
|
||
}
|
||
|
||
// If air control is allowed, check movement but don't touch the y component
|
||
if (airControl && playerControl) {
|
||
moveDirection.x = inputX * speed * inputModifyFactor;
|
||
moveDirection.z = inputY * speed * inputModifyFactor;
|
||
moveDirection = myTransform.TransformDirection(moveDirection);
|
||
}
|
||
}
|
||
|
||
// Apply gravity
|
||
moveDirection.y -= gravity * Time.deltaTime;
|
||
|
||
// Move the controller, and set grounded true or false depending on whether we're standing on something
|
||
grounded = (controller.Move(moveDirection * Time.deltaTime) & CollisionFlags.Below) != 0;
|
||
}
|
||
|
||
void Update () {
|
||
// If the run button is set to toggle, then switch between walk/run speed. (We use Update for this...
|
||
// FixedUpdate is a poor place to use GetButtonDown, since it doesn't necessarily run every frame and can miss the event)
|
||
if (toggleRun && grounded && Input.GetButtonDown("Run"))
|
||
speed = (speed == walkSpeed? runSpeed : walkSpeed);
|
||
}
|
||
|
||
// Store point that we're in contact with for use in FixedUpdate if needed
|
||
void OnControllerColliderHit (ControllerColliderHit hit) {
|
||
contactPoint = hit.point;
|
||
}
|
||
|
||
// If falling damage occured, this is the place to do something about it. You can make the player
|
||
// have hitpoints and remove some of them based on the distance fallen, add sound effects, etc.
|
||
void FallingDamageAlert (float fallDistance) {
|
||
print ("Ouch! Fell " + fallDistance + " units!");
|
||
}
|
||
}
|
||
}
|