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 Sujet du message: UnityScripts-3rdPersonControllerScript
UNREAD_POSTPosté: Jeu Mar 10, 2011 5:44 pm 
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Inscription: Mar Jan 09, 2007 3:21 am
Messages: 1158
Character Motor


Code:
#pragma strict
#pragma implicit
#pragma downcast

// Does this script currently respond to input?
var canControl : boolean = true;

var useFixedUpdate : boolean = true;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!

// The current global direction we want the character to move in.
@System.NonSerialized
var inputMoveDirection : Vector3 = Vector3.zero;

// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
@System.NonSerialized
var inputJump : boolean = false;

class CharacterMotorMovement {
   // The maximum horizontal speed when moving
   var maxForwardSpeed : float = 10.0;
   var maxSidewaysSpeed : float = 10.0;
   var maxBackwardsSpeed : float = 10.0;
   
   // Curve for multiplying speed based on slope (negative = downwards)
   var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
   
   // How fast does the character change speeds?  Higher is faster.
   var maxGroundAcceleration : float = 30.0;
   var maxAirAcceleration : float = 20.0;

   // The gravity for the character
   var gravity : float = 10.0;
   var maxFallSpeed : float = 20.0;
   
   // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
   // Very handy for organization!

   // The last collision flags returned from controller.Move
   @System.NonSerialized
   var collisionFlags : CollisionFlags;

   // We will keep track of the character's current velocity,
   @System.NonSerialized
   var velocity : Vector3;
   
   // This keeps track of our current velocity while we're not grounded
   @System.NonSerialized
   var frameVelocity : Vector3 = Vector3.zero;
   
   @System.NonSerialized
   var hitPoint : Vector3 = Vector3.zero;
   
   @System.NonSerialized
   var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
}

var movement : CharacterMotorMovement = CharacterMotorMovement();

enum MovementTransferOnJump {
   None, // The jump is not affected by velocity of floor at all.
   InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
   PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
   PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
}

// We will contain all the jumping related variables in one helper class for clarity.
class CharacterMotorJumping {
   // Can the character jump?
   var enabled : boolean = true;

   // How high do we jump when pressing jump and letting go immediately
   var baseHeight : float = 1.0;
   
   // We add extraHeight units (meters) on top when holding the button down longer while jumping
   var extraHeight : float = 4.1;
   
   // How much does the character jump out perpendicular to the surface on walkable surfaces?
   // 0 means a fully vertical jump and 1 means fully perpendicular.
   var perpAmount : float = 0.0;
   
   // How much does the character jump out perpendicular to the surface on too steep surfaces?
   // 0 means a fully vertical jump and 1 means fully perpendicular.
   var steepPerpAmount : float = 0.5;
   
   // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
   // Very handy for organization!

   // Are we jumping? (Initiated with jump button and not grounded yet)
   // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
   @System.NonSerialized
   var jumping : boolean = false;
   
   @System.NonSerialized
   var holdingJumpButton : boolean = false;

   // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
   @System.NonSerialized
   var lastStartTime : float = 0.0;
   
   @System.NonSerialized
   var lastButtonDownTime : float = -100;
   
   @System.NonSerialized
   var jumpDir : Vector3 = Vector3.up;
}

var jumping : CharacterMotorJumping = CharacterMotorJumping();

class CharacterMotorMovingPlatform {
   var enabled : boolean = true;
   
   var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
   
   @System.NonSerialized
   var hitPlatform : Transform;
   
   @System.NonSerialized
   var activePlatform : Transform;
   
   @System.NonSerialized
   var activeLocalPoint : Vector3;
   
   @System.NonSerialized
   var activeGlobalPoint : Vector3;
   
   @System.NonSerialized
   var activeLocalRotation : Quaternion;
   
   @System.NonSerialized
   var activeGlobalRotation : Quaternion;
   
   @System.NonSerialized
   var lastMatrix : Matrix4x4;
   
   @System.NonSerialized
   var platformVelocity : Vector3;
   
   @System.NonSerialized
   var newPlatform : boolean;
}

var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();

class CharacterMotorSliding {
   // Does the character slide on too steep surfaces?
   var enabled : boolean = true;
   
   // How fast does the character slide on steep surfaces?
   var slidingSpeed : float = 15;
   
   // How much can the player control the sliding direction?
   // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
   var sidewaysControl : float = 1.0;
   
   // How much can the player influence the sliding speed?
   // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
   var speedControl : float = 0.4;
}

var sliding : CharacterMotorSliding = CharacterMotorSliding();

@System.NonSerialized
var grounded : boolean = true;

@System.NonSerialized
var groundNormal : Vector3 = Vector3.zero;

private var lastGroundNormal : Vector3 = Vector3.zero;

private var tr : Transform;

private var controller : CharacterController;

function Awake () {
   controller = GetComponent (CharacterController);
   tr = transform;
}

private function UpdateFunction () {
   // We copy the actual velocity into a temporary variable that we can manipulate.
   var velocity : Vector3 = movement.velocity;
   
   // Update velocity based on input
   velocity = ApplyInputVelocityChange(velocity);
   
   // Apply gravity and jumping force
   velocity = ApplyGravityAndJumping (velocity);
   
   // Moving platform support
   var moveDistance : Vector3 = Vector3.zero;
   if (MoveWithPlatform()) {
      var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
      moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
      if (moveDistance != Vector3.zero)
         controller.Move(moveDistance);
      
      // Support moving platform rotation as well:
        var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
        var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
       
        var yRotation = rotationDiff.eulerAngles.y;
        if (yRotation != 0) {
           // Prevent rotation of the local up vector
           tr.Rotate(0, yRotation, 0);
        }
   }
   
   // Save lastPosition for velocity calculation.
   var lastPosition : Vector3 = tr.position;
   
   // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
   var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
   
   // Find out how much we need to push towards the ground to avoid loosing grouning
   // when walking down a step or over a sharp change in slope.
   var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
   if (grounded)
      currentMovementOffset -= pushDownOffset * Vector3.up;
   
   // Reset variables that will be set by collision function
   movingPlatform.hitPlatform = null;
   groundNormal = Vector3.zero;
   
      // Move our character!
   movement.collisionFlags = controller.Move (currentMovementOffset);
   
   movement.lastHitPoint = movement.hitPoint;
   lastGroundNormal = groundNormal;
   
   if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
      if (movingPlatform.hitPlatform != null) {
         movingPlatform.activePlatform = movingPlatform.hitPlatform;
         movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
         movingPlatform.newPlatform = true;
      }
   }
   
   // Calculate the velocity based on the current and previous position. 
   // This means our velocity will only be the amount the character actually moved as a result of collisions.
   var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
   movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
   var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
   
   // The CharacterController can be moved in unwanted directions when colliding with things.
   // We want to prevent this from influencing the recorded velocity.
   if (oldHVelocity == Vector3.zero) {
      movement.velocity = new Vector3(0, movement.velocity.y, 0);
   }
   else {
      var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
      movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
   }
   
   if (movement.velocity.y < velocity.y - 0.001) {
      if (movement.velocity.y < 0) {
         // Something is forcing the CharacterController down faster than it should.
         // Ignore this
         movement.velocity.y = velocity.y;
      }
      else {
         // The upwards movement of the CharacterController has been blocked.
         // This is treated like a ceiling collision - stop further jumping here.
         jumping.holdingJumpButton = false;
      }
   }
   
   // We were grounded but just loosed grounding
   if (grounded && !IsGroundedTest()) {
      grounded = false;
      
      // Apply inertia from platform
      if (movingPlatform.enabled &&
         (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
         movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
      ) {
         movement.frameVelocity = movingPlatform.platformVelocity;
         movement.velocity += movingPlatform.platformVelocity;
      }
      
      SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
      // We pushed the character down to ensure it would stay on the ground if there was any.
      // But there wasn't so now we cancel the downwards offset to make the fall smoother.
      tr.position += pushDownOffset * Vector3.up;
   }
   // We were not grounded but just landed on something
   else if (!grounded && IsGroundedTest()) {
      grounded = true;
      jumping.jumping = false;
      SubtractNewPlatformVelocity();
      
      SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
   }
   
   // Moving platforms support
   if (MoveWithPlatform()) {
      // Use the center of the lower half sphere of the capsule as reference point.
      // This works best when the character is standing on moving tilting platforms.
      movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
      movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
      
      // Support moving platform rotation as well:
        movingPlatform.activeGlobalRotation = tr.rotation;
        movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
   }
}

function FixedUpdate () {
   if (movingPlatform.enabled) {
      if (movingPlatform.activePlatform != null) {
         if (!movingPlatform.newPlatform) {
            var lastVelocity : Vector3 = movingPlatform.platformVelocity;
            
            movingPlatform.platformVelocity = (
               movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
               - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
            ) / Time.deltaTime;
         }
         movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
         movingPlatform.newPlatform = false;
      }
      else {
         movingPlatform.platformVelocity = Vector3.zero;   
      }
   }
   
   if (useFixedUpdate)
      UpdateFunction();
}

function Update () {
   if (!useFixedUpdate)
      UpdateFunction();
}

private function ApplyInputVelocityChange (velocity : Vector3) {   
   if (!canControl)
      inputMoveDirection = Vector3.zero;
   
   // Find desired velocity
   var desiredVelocity : Vector3;
   if (grounded && TooSteep()) {
      // The direction we're sliding in
      desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
      // Find the input movement direction projected onto the sliding direction
      var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
      // Add the sliding direction, the spped control, and the sideways control vectors
      desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
      // Multiply with the sliding speed
      desiredVelocity *= sliding.slidingSpeed;
   }
   else
      desiredVelocity = GetDesiredHorizontalVelocity();
   
   if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
      desiredVelocity += movement.frameVelocity;
      desiredVelocity.y = 0;
   }
   
   if (grounded)
      desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
   else
      velocity.y = 0;
   
   // Enforce max velocity change
   var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
   var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
   if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
      velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
   }
   // If we're in the air and don't have control, don't apply any velocity change at all.
   // If we're on the ground and don't have control we do apply it - it will correspond to friction.
   if (grounded || canControl)
      velocity += velocityChangeVector;
   
   if (grounded) {
      // When going uphill, the CharacterController will automatically move up by the needed amount.
      // Not moving it upwards manually prevent risk of lifting off from the ground.
      // When going downhill, DO move down manually, as gravity is not enough on steep hills.
      velocity.y = Mathf.Min(velocity.y, 0);
   }
   
   return velocity;
}

private function ApplyGravityAndJumping (velocity : Vector3) {
   
   if (!inputJump || !canControl) {
      jumping.holdingJumpButton = false;
      jumping.lastButtonDownTime = -100;
   }
   
   if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
      jumping.lastButtonDownTime = Time.time;
   
   if (grounded)
      velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
   else {
      velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
      
      // When jumping up we don't apply gravity for some time when the user is holding the jump button.
      // This gives more control over jump height by pressing the button longer.
      if (jumping.jumping && jumping.holdingJumpButton) {
         // Calculate the duration that the extra jump force should have effect.
         // If we're still less than that duration after the jumping time, apply the force.
         if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
            // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
            velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
         }
      }
      
      // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
      velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
   }
      
   if (grounded) {
      // Jump only if the jump button was pressed down in the last 0.2 seconds.
      // We use this check instead of checking if it's pressed down right now
      // because players will often try to jump in the exact moment when hitting the ground after a jump
      // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
      // it's confusing and it feels like the game is buggy.
      if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
         grounded = false;
         jumping.jumping = true;
         jumping.lastStartTime = Time.time;
         jumping.lastButtonDownTime = -100;
         jumping.holdingJumpButton = true;
         
         // Calculate the jumping direction
         if (TooSteep())
            jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
         else
            jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
         
         // Apply the jumping force to the velocity. Cancel any vertical velocity first.
         velocity.y = 0;
         velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
         
         // Apply inertia from platform
         if (movingPlatform.enabled &&
            (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
            movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
         ) {
            movement.frameVelocity = movingPlatform.platformVelocity;
            velocity += movingPlatform.platformVelocity;
         }
         
         SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
      }
      else {
         jumping.holdingJumpButton = false;
      }
   }
   
   return velocity;
}

function OnControllerColliderHit (hit : ControllerColliderHit) {
   if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
      if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
         groundNormal = hit.normal;
      else
         groundNormal = lastGroundNormal;
      
      movingPlatform.hitPlatform = hit.collider.transform;
      movement.hitPoint = hit.point;
      movement.frameVelocity = Vector3.zero;
   }
}

private function SubtractNewPlatformVelocity () {
   // When landing, subtract the velocity of the new ground from the character's velocity
   // since movement in ground is relative to the movement of the ground.
   if (movingPlatform.enabled &&
      (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
      movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
   ) {
      // If we landed on a new platform, we have to wait for two FixedUpdates
      // before we know the velocity of the platform under the character
      if (movingPlatform.newPlatform) {
         var platform : Transform = movingPlatform.activePlatform;
         yield WaitForFixedUpdate();
         yield WaitForFixedUpdate();
         if (grounded && platform == movingPlatform.activePlatform)
            yield 1;
      }
      movement.velocity -= movingPlatform.platformVelocity;
   }
}

private function MoveWithPlatform () : boolean {
   return (
      movingPlatform.enabled
      && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
      && movingPlatform.activePlatform != null
   );
}

private function GetDesiredHorizontalVelocity () {
   // Find desired velocity
   var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
   var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
   if (grounded) {
      // Modify max speed on slopes based on slope speed multiplier curve
      var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;
      maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
   }
   return tr.TransformDirection(desiredLocalDirection * maxSpeed);
}

private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
   var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
   return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
}

private function IsGroundedTest () {
   return (groundNormal.y > 0.01);
}

function GetMaxAcceleration (grounded : boolean) : float {
   // Maximum acceleration on ground and in air
   if (grounded)
      return movement.maxGroundAcceleration;
   else
      return movement.maxAirAcceleration;
}

function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
   // From the jump height and gravity we deduce the upwards speed
   // for the character to reach at the apex.
   return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
}

function IsJumping () {
   return jumping.jumping;
}

function IsSliding () {
   return (grounded && sliding.enabled && TooSteep());
}

function IsTouchingCeiling () {
   return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}

function IsGrounded () {
   return grounded;
}

function TooSteep () {
   return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
}

function GetDirection () {
   return inputMoveDirection;
}

function SetControllable (controllable : boolean) {
   canControl = controllable;
}

// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
// The function returns the length of the resulting vector.
function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
   if (desiredMovementDirection == Vector3.zero)
      return 0;
   else {
      var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
      var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
      var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
      return length;
   }
}

function SetVelocity (velocity : Vector3) {
   grounded = false;
   movement.velocity = velocity;
   movement.frameVelocity = Vector3.zero;
   SendMessage("OnExternalVelocity");
}

// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)
@script AddComponentMenu ("Character/Character Motor")


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 Sujet du message: Re: UnityScripts-3rdPersonControllerScript
UNREAD_POSTPosté: Jeu Mar 10, 2011 5:45 pm 
NooFondateur
Avatar de l’utilisateur
Inscription: Mar Jan 09, 2007 3:21 am
Messages: 1158
FPSInput Controller


Code:
private var motor : CharacterMotor;

// Use this for initialization
function Awake () {
   motor = GetComponent(CharacterMotor);
}

// Update is called once per frame
function Update () {
   // Get the input vector from kayboard or analog stick
   var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
   
   if (directionVector != Vector3.zero) {
      // Get the length of the directon vector and then normalize it
      // Dividing by the length is cheaper than normalizing when we already have the length anyway
      var directionLength = directionVector.magnitude;
      directionVector = directionVector / directionLength;
      
      // Make sure the length is no bigger than 1
      directionLength = Mathf.Min(1, directionLength);
      
      // Make the input vector more sensitive towards the extremes and less sensitive in the middle
      // This makes it easier to control slow speeds when using analog sticks
      directionLength = directionLength * directionLength;
      
      // Multiply the normalized direction vector by the modified length
      directionVector = directionVector * directionLength;
   }
   
   // Apply the direction to the CharacterMotor
   motor.inputMoveDirection = transform.rotation * directionVector;
   motor.inputJump = Input.GetButton("Jump");
}

// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterMotor)
@script AddComponentMenu ("Character/FPS Input Controller")


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