161 lines
7.4 KiB
C#
161 lines
7.4 KiB
C#
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using UnityEngine;
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using System.Collections;
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using RootMotion.FinalIK;
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namespace RootMotion.Demos {
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/// <summary>
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/// Basic full body FPS IK controller.
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///
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/// If aimWeight is weighed in, the character will simply use AimIK to aim his gun towards the camera forward direction.
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/// If sightWeight is weighed in, the character will also use FBBIK to pose the gun to a predefined position relative to the camera so it stays fixed in view.
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/// That position was simply defined by making a copy of the gun (gunTarget), parenting it to the camera and positioning it so that the camera would look down it's sights.
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/// </summary>
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public class FPSAiming : MonoBehaviour {
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[Range(0f, 1f)] public float aimWeight = 1f; // The weight of aiming the gun towards camera forward
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[Range(0f, 1f)] public float sightWeight = 1f; // the weight of aiming down the sight (multiplied by aimWeight)
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[Range(0f, 180f)] public float maxAngle = 80f; // The maximum angular offset of the aiming direction from the character forward. Character will be rotated to comply.
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public Vector3 aimOffset; // Can be used to adjust the aiming angle
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public bool animatePhysics; // Is Animate Physiscs turned on for the character?
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public Transform gun; // The gun that the character is holding
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public Transform gunTarget; // The copy of the gun that has been parented to the camera
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public FullBodyBipedIK ik; // Reference to the FBBIK component
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public AimIK gunAim; // Reference to the AimIK component
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public CameraControllerFPS cam; // Reference to the FPS camera
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public Recoil recoil; // The recoil component (optional)
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[Range(0f, 1f)] public float cameraRecoilWeight = 0.5f; // How much of the recoil motion is added to the camera?
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public Vector3 gunTargetDefaultLocalPosition;
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public Vector3 gunTargetDefaultLocalRotation;
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private Vector3 camDefaultLocalPosition;
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private Vector3 camRelativeToGunTarget;
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private bool updateFrame;
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void Start() {
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// Remember some default local positions
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gunTargetDefaultLocalPosition = gunTarget.localPosition;
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gunTargetDefaultLocalRotation = gunTarget.localEulerAngles;
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camDefaultLocalPosition = cam.transform.localPosition;
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// Disable the camera and IK components so we can handle their execution order
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cam.enabled = false;
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gunAim.enabled = false;
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ik.enabled = false;
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if (recoil != null && ik.solver.iterations == 0) Debug.LogWarning("FPSAiming with Recoil needs FBBIK solver iteration count to be at least 1 to maintain accuracy.");
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}
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void FixedUpdate() {
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// Making sure this works with Animate Physics
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updateFrame = true;
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}
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void LateUpdate() {
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// Making sure this works with Animate Physics
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if (!animatePhysics) updateFrame = true;
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if (!updateFrame) return;
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updateFrame = false;
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// Put the camera back to it's default local position relative to the head
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cam.transform.localPosition = camDefaultLocalPosition;
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// Remember the camera's position relative to the gun target
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camRelativeToGunTarget = gunTarget.InverseTransformPoint(cam.transform.position);
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// Update the camera
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cam.LateUpdate();
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// Rotating the root of the character if it is past maxAngle from the camera forward
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RotateCharacter();
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Aiming();
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LookDownTheSight();
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}
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private void Aiming() {
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if (aimWeight <= 0f) return;
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// Remember the rotation of the camera because we need to reset it later so the IK would not interfere with the rotating of the camera
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Quaternion camRotation = cam.transform.rotation;
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// Aim the gun towards camera forward
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gunAim.solver.IKPosition = cam.transform.position + cam.transform.forward * 10f + cam.transform.rotation * aimOffset;
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gunAim.solver.IKPositionWeight = aimWeight;
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gunAim.solver.Update();
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cam.transform.rotation = camRotation;
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}
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private void LookDownTheSight() {
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float sW = aimWeight * sightWeight;
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//if (sW <= 0f && recoil == null) return;
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// Interpolate the gunTarget from the current animated position of the gun to the position fixed to the camera
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gunTarget.position = Vector3.Lerp(gun.position, gunTarget.parent.TransformPoint(gunTargetDefaultLocalPosition), sW);
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gunTarget.rotation = Quaternion.Lerp(gun.rotation, gunTarget.parent.rotation * Quaternion.Euler(gunTargetDefaultLocalRotation), sW);
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// Get the current positions of the hands relative to the gun
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Vector3 leftHandRelativePosition = gun.InverseTransformPoint(ik.solver.leftHandEffector.bone.position);
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Vector3 rightHandRelativePosition = gun.InverseTransformPoint(ik.solver.rightHandEffector.bone.position);
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// Get the current rotations of the hands relative to the gun
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Quaternion leftHandRelativeRotation = Quaternion.Inverse(gun.rotation) * ik.solver.leftHandEffector.bone.rotation;
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Quaternion rightHandRelativeRotation = Quaternion.Inverse(gun.rotation) * ik.solver.rightHandEffector.bone.rotation;
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//float handWeight = aimWeight > 0 && sightWeight > 0? aimWeight * sightWeight: 0f;
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float handWeight = 1f;//aimWeight * sightWeight;
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ik.solver.leftHandEffector.positionOffset += (gunTarget.TransformPoint(leftHandRelativePosition) - (ik.solver.leftHandEffector.bone.position + ik.solver.leftHandEffector.positionOffset)) * handWeight;
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ik.solver.rightHandEffector.positionOffset += (gunTarget.TransformPoint(rightHandRelativePosition) - (ik.solver.rightHandEffector.bone.position + ik.solver.rightHandEffector.positionOffset)) * handWeight;
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// Make sure the head does not rotate
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ik.solver.headMapping.maintainRotationWeight = 1f;
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if (recoil != null) recoil.SetHandRotations(gunTarget.rotation * leftHandRelativeRotation, gunTarget.rotation * rightHandRelativeRotation);
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// Update FBBIK
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ik.solver.Update();
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// Rotate the hand bones relative to the gun target the same way they are rotated relative to the gun
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if (recoil != null) {
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ik.references.leftHand.rotation = recoil.rotationOffset * (gunTarget.rotation * leftHandRelativeRotation);
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ik.references.rightHand.rotation = recoil.rotationOffset * (gunTarget.rotation * rightHandRelativeRotation);
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} else {
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ik.references.leftHand.rotation = gunTarget.rotation * leftHandRelativeRotation;
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ik.references.rightHand.rotation = gunTarget.rotation * rightHandRelativeRotation;
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}
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// Position the camera to where it was before FBBIK relative to the gun
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cam.transform.position = Vector3.Lerp(cam.transform.position, Vector3.Lerp(gunTarget.TransformPoint(camRelativeToGunTarget), gun.transform.TransformPoint(camRelativeToGunTarget), cameraRecoilWeight), sW);
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}
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// Rotating the root of the character if it is past maxAngle from the camera forward
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private void RotateCharacter() {
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if (maxAngle >= 180f) return;
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// If no angular difference is allowed, just rotate the character to the flattened camera forward
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if (maxAngle <= 0f) {
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transform.rotation = Quaternion.LookRotation(new Vector3(cam.transform.forward.x, 0f, cam.transform.forward.z));
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return;
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}
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// Get camera forward in the character's rotation space
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Vector3 camRelative = transform.InverseTransformDirection(cam.transform.forward);
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// Get the angle of the camera forward relative to the character forward
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float angle = Mathf.Atan2(camRelative.x, camRelative.z) * Mathf.Rad2Deg;
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// Making sure the angle does not exceed maxangle
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if (Mathf.Abs(angle) > Mathf.Abs(maxAngle)) {
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float a = angle - maxAngle;
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if (angle < 0f) a = angle + maxAngle;
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transform.rotation = Quaternion.AngleAxis(a, transform.up) * transform.rotation;
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}
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}
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}
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}
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