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| using UnityEngine; | |
| using System.Collections; | |
| //#pragma strict | |
| //#pragma implicit | |
| //#pragma downcast | |
| // Require a character controller to be attached to the same game object | |
| // I had to initally comment out the following RequireComponent | |
| // line to make it compile and allow attaching to my Main Camera; | |
| // Uncommenting afterwards worked fine. | |
| // -- zephjc | |
| [RequireComponent (typeof (CharacterController))] | |
| //RequireComponent (CharacterMotor) | |
| [AddComponentMenu("Character/Character Motor C")] | |
| //@script AddComponentMenu ("Character/FPS Input Controller") | |
| public class CharacterMotorC : MonoBehaviour { | |
| [System.Serializable] | |
| public 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. | |
| } | |
| [System.Serializable] | |
| public class CharacterMotorMovingPlatform { | |
| public bool enabled = true; | |
| public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer; | |
| [System.NonSerialized] | |
| public Transform hitPlatform; | |
| [System.NonSerialized] | |
| public Transform activePlatform; | |
| [System.NonSerialized] | |
| public Vector3 activeLocalPoint; | |
| [System.NonSerialized] | |
| public Vector3 activeGlobalPoint; | |
| [System.NonSerialized] | |
| public Quaternion activeLocalRotation; | |
| [System.NonSerialized] | |
| public Quaternion activeGlobalRotation; | |
| [System.NonSerialized] | |
| public Matrix4x4 lastMatrix; | |
| [System.NonSerialized] | |
| public Vector3 platformVelocity; | |
| [System.NonSerialized] | |
| public bool newPlatform; | |
| } | |
| [System.Serializable] | |
| public class CharacterMotorMovement { | |
| // The maximum horizontal speed when moving | |
| public float maxForwardSpeed = 10.0f; | |
| public float maxSidewaysSpeed = 10.0f; | |
| public float maxBackwardsSpeed = 10.0f; | |
| // Curve for multiplying speed based on slope (negative = downwards) | |
| public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0)); | |
| // How fast does the character change speeds? Higher is faster. | |
| public float maxGroundAcceleration = 30.0f; | |
| public float maxAirAcceleration = 20.0f; | |
| // The gravity for the character | |
| public float gravity = 10.0f; | |
| public float maxFallSpeed = 20.0f; | |
| // 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] | |
| public CollisionFlags collisionFlags; | |
| // We will keep track of the character's current velocity, | |
| [System.NonSerialized] | |
| public Vector3 velocity; | |
| // This keeps track of our current velocity while we're not grounded | |
| [System.NonSerialized] | |
| public Vector3 frameVelocity = Vector3.zero; | |
| [System.NonSerialized] | |
| public Vector3 hitPoint = Vector3.zero; | |
| [System.NonSerialized] | |
| public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0); | |
| } | |
| // We will contain all the jumping related variables in one helper class for clarity. | |
| [System.Serializable] | |
| public class CharacterMotorJumping { | |
| // Can the character jump? | |
| public bool enabled = true; | |
| // How high do we jump when pressing jump and letting go immediately | |
| public float baseHeight = 1.0f; | |
| // We add extraHeight units (meters) on top when holding the button down longer while jumping | |
| public float extraHeight = 4.1f; | |
| // 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. | |
| public float perpAmount = 0.0f; | |
| // 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. | |
| public float steepPerpAmount = 0.5f; | |
| // 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] | |
| public bool jumping = false; | |
| [System.NonSerialized] | |
| public bool holdingJumpButton = false; | |
| // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.) | |
| [System.NonSerialized] | |
| public float lastStartTime = 0.0f; | |
| [System.NonSerialized] | |
| public float lastButtonDownTime = -100f; | |
| [System.NonSerialized] | |
| public Vector3 jumpDir = Vector3.up; | |
| } | |
| [System.Serializable] | |
| public class CharacterMotorSliding { | |
| // Does the character slide on too steep surfaces? | |
| public bool enabled = true; | |
| // How fast does the character slide on steep surfaces? | |
| public float slidingSpeed = 15f; | |
| // 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. | |
| public float sidewaysControl = 1.0f; | |
| // 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%. | |
| public float speedControl = 0.4f; | |
| } | |
| // Does this script currently respond to input? | |
| public bool canControl = true; | |
| public bool useFixedUpdate = 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] | |
| public Vector3 inputMoveDirection = 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] | |
| public bool inputJump = false; | |
| public CharacterMotorMovement movement = new CharacterMotorMovement(); | |
| public CharacterMotorJumping jumping = new CharacterMotorJumping(); | |
| public CharacterMotorMovingPlatform movingPlatform = new CharacterMotorMovingPlatform(); | |
| public CharacterMotorSliding sliding = new CharacterMotorSliding(); | |
| [System.NonSerialized] | |
| bool grounded = true; | |
| [System.NonSerialized] | |
| Vector3 groundNormal = Vector3.zero; | |
| private Vector3 lastGroundNormal = Vector3.zero; | |
| private Transform tr; | |
| private CharacterController controller; | |
| void Awake () { | |
| controller = GetComponent <CharacterController>(); | |
| tr = transform; | |
| } | |
| void UpdateFunction () { | |
| // We copy the actual velocity into a temporary variable that we can manipulate. | |
| Vector3 velocity = movement.velocity; | |
| // Update velocity based on input | |
| velocity = ApplyInputVelocityChange(velocity); | |
| // Apply gravity and jumping force | |
| velocity = ApplyGravityAndJumping (velocity); | |
| // Moving platform support | |
| Vector3 moveDistance = Vector3.zero; | |
| if (MoveWithPlatform()) { | |
| Vector3 newGlobalPoint = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint); | |
| moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint); | |
| if (moveDistance != Vector3.zero) | |
| controller.Move(moveDistance); | |
| // Support moving platform rotation as well: | |
| Quaternion newGlobalRotation = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation; | |
| Quaternion rotationDiff = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation); | |
| float yRotation = rotationDiff.eulerAngles.y; | |
| if (yRotation != 0) { | |
| // Prevent rotation of the local up vector | |
| tr.Rotate(0, yRotation, 0); | |
| } | |
| } | |
| // Save lastPosition for velocity calculation. | |
| Vector3 lastPosition = tr.position; | |
| // We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this. | |
| Vector3 currentMovementOffset = 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. | |
| float mathf1 = controller.stepOffset; | |
| float mathf2 = new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude; | |
| float pushDownOffset = Mathf.Max(mathf1, mathf2); | |
| 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. | |
| Vector3 oldHVelocity = new Vector3(velocity.x, 0, velocity.z); | |
| movement.velocity = (tr.position - lastPosition) / Time.deltaTime; | |
| Vector3 newHVelocity = 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 { | |
| float projectedNewVelocity = 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 + | |
| //float thisstuff = (float)(controller.center.y - controller.height*0.5 + controller.radius); | |
| //Vector3 testthis = Vector3.up * thisstuff; | |
| //movingPlatform.activeGlobalPoint *= (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; | |
| } | |
| } | |
| void FixedUpdate () { | |
| if (movingPlatform.enabled) { | |
| if (movingPlatform.activePlatform != null) { | |
| if (!movingPlatform.newPlatform) { | |
| //Vector3 lastVelocity = 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(); | |
| } | |
| void Update () { | |
| if (!useFixedUpdate) | |
| UpdateFunction(); | |
| } | |
| private Vector3 ApplyInputVelocityChange (Vector3 velocity) { | |
| if (!canControl) | |
| inputMoveDirection = Vector3.zero; | |
| // Find desired velocity | |
| Vector3 desiredVelocity; | |
| if (grounded && TooSteep()) { | |
| // The direction we're sliding in | |
| desiredVelocity = new Vector3(groundNormal.x, 0, groundNormal.z).normalized; | |
| // Find the input movement direction projected onto the sliding direction | |
| Vector3 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 | |
| float maxVelocityChange = GetMaxAcceleration(grounded) * Time.deltaTime; | |
| Vector3 velocityChangeVector = (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 Vector3 ApplyGravityAndJumping (Vector3 velocity) { | |
| 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; | |
| } | |
| void OnControllerColliderHit (ControllerColliderHit hit) { | |
| 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 IEnumerator 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) { | |
| Transform platform = movingPlatform.activePlatform; | |
| yield return new WaitForFixedUpdate(); | |
| yield return new WaitForFixedUpdate(); | |
| if (grounded && platform == movingPlatform.activePlatform) | |
| yield return 1; | |
| } | |
| movement.velocity -= movingPlatform.platformVelocity; | |
| } | |
| } | |
| private bool MoveWithPlatform () { | |
| return ( | |
| movingPlatform.enabled | |
| && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked) | |
| && movingPlatform.activePlatform != null | |
| ); | |
| } | |
| private Vector3 GetDesiredHorizontalVelocity () { | |
| // Find desired velocity | |
| Vector3 desiredLocalDirection = tr.InverseTransformDirection(inputMoveDirection); | |
| double maxSpeed = 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 * (float)maxSpeed); | |
| } | |
| private Vector3 AdjustGroundVelocityToNormal (Vector3 hVelocity, Vector3 groundNormal) { | |
| Vector3 sideways = Vector3.Cross(Vector3.up, hVelocity); | |
| return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude; | |
| } | |
| private bool IsGroundedTest () { | |
| return (groundNormal.y > 0.01); | |
| } | |
| float GetMaxAcceleration (bool grounded) { | |
| // Maximum acceleration on ground and in air | |
| if (grounded) | |
| return movement.maxGroundAcceleration; | |
| else | |
| return movement.maxAirAcceleration; | |
| } | |
| float CalculateJumpVerticalSpeed (float targetJumpHeight) { | |
| // 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); | |
| } | |
| bool IsJumping () { | |
| return jumping.jumping; | |
| } | |
| bool IsSliding () { | |
| return (grounded && sliding.enabled && TooSteep()); | |
| } | |
| bool IsTouchingCeiling () { | |
| return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; | |
| } | |
| bool IsGrounded () { | |
| return grounded; | |
| } | |
| bool TooSteep () { | |
| return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad)); | |
| } | |
| Vector3 GetDirection () { | |
| return inputMoveDirection; | |
| } | |
| void SetControllable (bool controllable) { | |
| 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. | |
| double MaxSpeedInDirection (Vector3 desiredMovementDirection) { | |
| if (desiredMovementDirection == Vector3.zero) | |
| return 0; | |
| else { | |
| double zAxisEllipseMultiplier = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed; | |
| float dMD = (float)desiredMovementDirection.x; | |
| float uio = (float)(desiredMovementDirection.z / zAxisEllipseMultiplier); | |
| Vector3 temp = new Vector3(dMD, 0, uio).normalized; | |
| float t1 = (float)temp.x; float t2 = (float)(temp.z * zAxisEllipseMultiplier); | |
| double length = new Vector3(t1, 0, t2).magnitude * movement.maxSidewaysSpeed; | |
| return length; | |
| } | |
| } | |
| void SetVelocity (Vector3 velocity) { | |
| grounded = false; | |
| movement.velocity = velocity; | |
| movement.frameVelocity = Vector3.zero; | |
| SendMessage("OnExternalVelocity"); | |
| } | |
| } |
| using UnityEngine; | |
| using System.Collections; | |
| // Require a character controller to be attached to the same game object | |
| [RequireComponent (typeof (CharacterMotorC))] | |
| //RequireComponent (CharacterMotor) | |
| [AddComponentMenu("Character/FPS Input Controller C")] | |
| //@script AddComponentMenu ("Character/FPS Input Controller") | |
| public class FPSInputControllerC : MonoBehaviour { | |
| private CharacterMotorC cmotor; | |
| // Use this for initialization | |
| void Awake() { | |
| cmotor = GetComponent<CharacterMotorC>(); | |
| } | |
| // Update is called once per frame | |
| void Update () { | |
| // Get the input vector from keyboard or analog stick | |
| Vector3 directionVector; | |
| 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 | |
| float 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 | |
| cmotor.inputMoveDirection = transform.rotation * directionVector; | |
| cmotor.inputJump = Input.GetButton("Jump"); | |
| } | |
| } |
I've written this comment on one of the forks, but I'll paste it again here as a warning for people that still use CharacterMotor:
I know this is like many years old, but I had a bug in my game that I tracked all the way down to this script from a while ago. Moving platforms were not working correctly when they were rotating, so I wasted about 3 hours of time digging through it. Turns out there's like 4 lines in here that are commented out which are actually NOT commented out in the original JS script. Lines 273-276. The correct line that would make this script more equivalent to CharacterMotor.js would be:
movingPlatform.activeGlobalPoint = tr.position + (Vector3.up * ((controller.center.y - (controller.height * 0.5f)) + controller.radius));
An explanation as to why not having that line causes bugs: the global point of the moving platform is never properly set every frame, it stays at zero. I don't know the specifics but obviously it won't account for rotation if the global point of our character is assumed to be 0 -- i.e. it is assumed to be at the center of the object, which is why rotating platforms move offset to the character.
Changing that line actually also fixed an issue I was having where the character would fly in random directions on odd geometry, which could've been game-breaking.
So for anyone stumbling across this, do not use script this unless you make the line correction at 273. Or just use the one here, it has the correct line: https://wiki.unity3d.com/index.php/CharacterMotor
Dear @zephjc, currently using this on unity google cardboard sdk, my movements are not relative to the camera direction, do you have any solutions for this? im pretty new with unity tho.