holopy3/Assets/Plugins/RootMotion/Shared Demo Assets/Scripts/Character Controllers/CharacterAnimationThirdPerson.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
namespace RootMotion.Demos {
/// <summary>
/// Contols animation for a third person person controller.
/// </summary>
[RequireComponent(typeof(Animator))]
public class CharacterAnimationThirdPerson: CharacterAnimationBase {
public CharacterThirdPerson characterController;
[SerializeField] float turnSensitivity = 0.2f; // Animator turning sensitivity
[SerializeField] float turnSpeed = 5f; // Animator turning interpolation speed
[SerializeField] float runCycleLegOffset = 0.2f; // The offset of leg positions in the running cycle
[Range(0.1f,3f)] [SerializeField] float animSpeedMultiplier = 1; // How much the animation of the character will be multiplied by
protected Animator animator;
private Vector3 lastForward;
private const string groundedDirectional = "Grounded Directional", groundedStrafe = "Grounded Strafe";
private float deltaAngle;
protected override void Start() {
base.Start();
animator = GetComponent<Animator>();
lastForward = transform.forward;
}
public override Vector3 GetPivotPoint() {
return animator.pivotPosition;
}
// Is the Animator playing the grounded animations?
public override bool animationGrounded {
get {
return animator.GetCurrentAnimatorStateInfo(0).IsName(groundedDirectional) || animator.GetCurrentAnimatorStateInfo(0).IsName(groundedStrafe);
}
}
// Update the Animator with the current state of the character controller
protected virtual void Update() {
if (Time.deltaTime == 0f) return;
animatePhysics = animator.updateMode == AnimatorUpdateMode.AnimatePhysics;
// Jumping
if (characterController.animState.jump) {
float runCycle = Mathf.Repeat (animator.GetCurrentAnimatorStateInfo (0).normalizedTime + runCycleLegOffset, 1);
float jumpLeg = (runCycle < 0 ? 1 : -1) * characterController.animState.moveDirection.z;
animator.SetFloat ("JumpLeg", jumpLeg);
}
// Calculate the angular delta in character rotation
float angle = -GetAngleFromForward(lastForward) - deltaAngle;
deltaAngle = 0f;
lastForward = transform.forward;
angle *= turnSensitivity * 0.01f;
angle = Mathf.Clamp(angle / Time.deltaTime, -1f, 1f);
// Update Animator params
animator.SetFloat("Turn", Mathf.Lerp(animator.GetFloat("Turn"), angle, Time.deltaTime * turnSpeed));
animator.SetFloat("Forward", characterController.animState.moveDirection.z);
animator.SetFloat("Right", characterController.animState.moveDirection.x);
animator.SetBool("Crouch", characterController.animState.crouch);
animator.SetBool("OnGround", characterController.animState.onGround);
animator.SetBool("IsStrafing", characterController.animState.isStrafing);
if (!characterController.animState.onGround) {
animator.SetFloat ("Jump", characterController.animState.yVelocity);
}
if (characterController.doubleJumpEnabled) animator.SetBool("DoubleJump", characterController.animState.doubleJump);
characterController.animState.doubleJump = false;
// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector
if (characterController.animState.onGround && characterController.animState.moveDirection.z > 0f) {
animator.speed = animSpeedMultiplier;
} else {
// but we don't want to use that while airborne
animator.speed = 1;
}
}
// Call OnAnimatorMove manually on the character controller because it doesn't have the Animator component
void OnAnimatorMove() {
// For not using root rotation in Turn value calculation
Vector3 f = animator.deltaRotation * Vector3.forward;
deltaAngle += Mathf.Atan2(f.x, f.z) * Mathf.Rad2Deg;
characterController.Move(animator.deltaPosition, animator.deltaRotation);
}
}
}