120 lines
4.6 KiB
C#
120 lines
4.6 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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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(CapsuleCollider))]
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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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