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								using UnityEngine;
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								using System.Collections;
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								namespace RootMotion.Demos {
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									// The simplest multi-purpose locomotion controller for demo purposes. Can use root motion, simple procedural motion or the CharacterController
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									public class SimpleLocomotion : MonoBehaviour {
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										// The character rotation mode
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										[System.Serializable]
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										public enum RotationMode {
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											Smooth,
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											Linear
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										}
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								        [Tooltip("The component that updates the camera.")]
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								        public CameraController cameraController;
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								        [Tooltip("Acceleration of movement.")]
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								        public float accelerationTime = 0.2f;
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								        [Tooltip("Turning speed.")]
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								        public float turnTime = 0.2f;
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								        [Tooltip("If true, will run on left shift, if not will walk on left shift.")]
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								        public bool walkByDefault = true;
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								        [Tooltip("Smooth or linear rotation.")]
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								        public RotationMode rotationMode;
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								        [Tooltip("Procedural motion speed (if not using root motion).")]
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								        public float moveSpeed = 3f;
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								        // Is the character grounded (using very simple y < something here for simplicity's sake)?
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								        public bool isGrounded { get; private set; }
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										private Animator animator;
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										private float speed;
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										private float angleVel;
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										private float speedVel;
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										private Vector3 linearTargetDirection;
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										private CharacterController characterController;
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										void Start() {
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											animator = GetComponent<Animator>();
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											characterController = GetComponent<CharacterController>();
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											cameraController.enabled = false;
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										}
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										void Update() {
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											// Very basic planar method, should use collision events
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											isGrounded = transform.position.y < 0.1f;
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											Rotate();
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											Move();
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										}
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										void LateUpdate() {
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											// Update the camera last
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											cameraController.UpdateInput();
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											cameraController.UpdateTransform();
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										}
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										private void Rotate() {
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											if (!isGrounded) return;
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											// Updating the rotation of the character
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											Vector3 inputVector = GetInputVector();
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											if (inputVector == Vector3.zero) return;
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											Vector3 forward = transform.forward;
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											switch(rotationMode) {
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											case RotationMode.Smooth:
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												Vector3 targetDirection = cameraController.transform.rotation * inputVector;
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												float angleForward = Mathf.Atan2(forward.x, forward.z) * Mathf.Rad2Deg;
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												float angleTarget = Mathf.Atan2(targetDirection.x, targetDirection.z) * Mathf.Rad2Deg;
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												// Smoothly rotating the character
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												float angle = Mathf.SmoothDampAngle(angleForward, angleTarget, ref angleVel, turnTime);
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												transform.rotation = Quaternion.AngleAxis(angle, Vector3.up);
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												break;
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											case RotationMode.Linear:
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												Vector3 inputVectorRaw = GetInputVectorRaw();
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												if (inputVectorRaw != Vector3.zero) linearTargetDirection = cameraController.transform.rotation * inputVectorRaw;
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												forward = Vector3.RotateTowards(forward, linearTargetDirection, Time.deltaTime * (1f /turnTime), 1f);
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												forward.y = 0f;
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												transform.rotation = Quaternion.LookRotation(forward);
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												break;
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											}
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										}
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										private void Move() {
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											// Speed interpolation
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											float speedTarget = walkByDefault? (Input.GetKey(KeyCode.LeftShift)? 1f: 0.5f): (Input.GetKey(KeyCode.LeftShift)? 0.5f: 1f);
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											speed = Mathf.SmoothDamp(speed, speedTarget, ref speedVel, accelerationTime);
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											// Moving the character by root motion
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											float s = GetInputVector().magnitude * speed;
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											animator.SetFloat("Speed", s);
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											// Procedural motion if we don't have root motion
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											bool proceduralMotion = !animator.hasRootMotion && isGrounded;
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											if (proceduralMotion) {
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												Vector3 move = transform.forward * s * moveSpeed;
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												if (characterController != null) {
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													characterController.SimpleMove(move);
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												} else {
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													transform.position += move * Time.deltaTime;
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												}
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											}
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										}
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										// Reads the Input to get the movement direction.
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										private Vector3 GetInputVector() {
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											Vector3 d = new Vector3(
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												Input.GetAxis("Horizontal"),
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												0f,
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												Input.GetAxis("Vertical")
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												);
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											d.z += Mathf.Abs(d.x) * 0.05f;
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											d.x -= Mathf.Abs(d.z) * 0.05f;
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											return d;
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										}
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										private Vector3 GetInputVectorRaw() {
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											return new Vector3(
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												Input.GetAxisRaw("Horizontal"),
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												0f,
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												Input.GetAxisRaw("Vertical")
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												);
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										}
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							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |