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			119 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			119 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C#
		
	
using UnityEngine;
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using System.Collections;
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namespace RootMotion.Demos {
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	/// <summary>
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	/// The base abstract class for all character controllers, provides common functionality.
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	/// </summary>
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	public abstract class CharacterBase: MonoBehaviour {
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		[Header("Base Parameters")]
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        [Tooltip("If specified, will use the direction from the character to this Transform as the gravity vector instead of Physics.gravity. Physics.gravity.magnitude will be used as the magnitude of the gravity vector.")]
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        public Transform gravityTarget;
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        [Tooltip("Multiplies gravity applied to the character even if 'Individual Gravity' is unchecked.")]
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        public float gravityMultiplier = 2f; // gravity modifier - often higher than natural gravity feels right for game characters
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        public float airborneThreshold = 0.6f; // Height from ground after which the character is considered airborne
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        public float slopeStartAngle = 50f; // The start angle of velocity dampering on slopes
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        public float slopeEndAngle = 85f; // The end angle of velocity dampering on slopes
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        public float spherecastRadius = 0.1f; // The radius of sperecasting
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        public LayerMask groundLayers; // The walkable layers
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        private PhysicMaterial zeroFrictionMaterial;
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		private PhysicMaterial highFrictionMaterial;
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		protected Rigidbody r;
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		protected const float half = 0.5f;
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		protected float originalHeight;
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		protected Vector3 originalCenter;
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		protected CapsuleCollider capsule;
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		public abstract void Move(Vector3 deltaPosition, Quaternion deltaRotation);
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		protected Vector3 GetGravity() {
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            if (gravityTarget != null) {
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				return (gravityTarget.position - transform.position).normalized * Physics.gravity.magnitude;
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			}
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			return Physics.gravity;
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		}
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		protected virtual void Start() {
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			capsule = GetComponent<Collider>() as CapsuleCollider;
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			r = GetComponent<Rigidbody>();
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			// Store the collider volume
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			originalHeight = capsule.height;
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			originalCenter = capsule.center;
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			// Physics materials
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			zeroFrictionMaterial = new PhysicMaterial();
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			zeroFrictionMaterial.dynamicFriction = 0f;
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			zeroFrictionMaterial.staticFriction = 0f;
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			zeroFrictionMaterial.frictionCombine = PhysicMaterialCombine.Minimum;
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			zeroFrictionMaterial.bounciness = 0f;
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			zeroFrictionMaterial.bounceCombine = PhysicMaterialCombine.Minimum;
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			highFrictionMaterial = new PhysicMaterial();
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			// Making sure rigidbody rotation is fixed
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			r.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
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		}
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		// Spherecast from the root to find ground height
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		protected virtual RaycastHit GetSpherecastHit() {
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			Vector3 up = transform.up;
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			Ray ray = new Ray (r.position + up * airborneThreshold, -up);
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			RaycastHit h = new RaycastHit();
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			h.point = transform.position - transform.transform.up * airborneThreshold;
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			h.normal = transform.up;
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			Physics.SphereCast(ray, spherecastRadius, out h, airborneThreshold * 2f, groundLayers);
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			return h;
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		}
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		// Gets angle around y axis from a world space direction
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		public float GetAngleFromForward(Vector3 worldDirection) {
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			Vector3 local = transform.InverseTransformDirection(worldDirection);
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			return Mathf.Atan2 (local.x, local.z) * Mathf.Rad2Deg;
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		}
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		// Rotate a rigidbody around a point and axis by angle
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		protected void RigidbodyRotateAround(Vector3 point, Vector3 axis, float angle) {
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			Quaternion rotation = Quaternion.AngleAxis(angle, axis);
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			Vector3 d = transform.position - point;
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			r.MovePosition(point + rotation * d);
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			r.MoveRotation(rotation * transform.rotation);
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		}
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		// Scale the capsule collider to 'mlp' of the initial value
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		protected void ScaleCapsule (float mlp) {
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			if (capsule.height != originalHeight * mlp) {
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				capsule.height = Mathf.MoveTowards (capsule.height, originalHeight * mlp, Time.deltaTime * 4);
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				capsule.center = Vector3.MoveTowards (capsule.center, originalCenter * mlp, Time.deltaTime * 2);
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			}
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		}
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		// Set the collider to high friction material
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		protected void HighFriction() {
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			capsule.material = highFrictionMaterial;
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		}
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		// Set the collider to zero friction material
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		protected void ZeroFriction() {
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			capsule.material = zeroFrictionMaterial;
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		}
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		// Get the damper of velocity on the slopes
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		protected float GetSlopeDamper(Vector3 velocity, Vector3 groundNormal) {
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			float angle = 90f - Vector3.Angle(velocity, groundNormal);
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			angle -= slopeStartAngle;
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			float range = slopeEndAngle - slopeStartAngle;
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			return 1f - Mathf.Clamp(angle / range, 0f, 1f);
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		}
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	}
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}
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