using UnityEngine; using System.Collections; namespace RootMotion.Demos { /// /// Contols animation for a third person person controller. /// [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(); 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); } } }