FirstPersonController.cs 9.6 KB

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  1. using System;
  2. using UnityEngine;
  3. using UnityStandardAssets.CrossPlatformInput;
  4. using UnityStandardAssets.Utility;
  5. using Random = UnityEngine.Random;
  6. namespace UnityStandardAssets.Characters.FirstPerson
  7. {
  8. [RequireComponent(typeof (CharacterController))]
  9. [RequireComponent(typeof (AudioSource))]
  10. public class FirstPersonController : MonoBehaviour
  11. {
  12. [SerializeField] private bool m_IsWalking;
  13. [SerializeField] private float m_WalkSpeed;
  14. [SerializeField] private float m_RunSpeed;
  15. [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
  16. [SerializeField] private float m_JumpSpeed;
  17. [SerializeField] private float m_StickToGroundForce;
  18. [SerializeField] private float m_GravityMultiplier;
  19. [SerializeField] private MouseLook m_MouseLook;
  20. [SerializeField] private bool m_UseFovKick;
  21. [SerializeField] private FOVKick m_FovKick = new FOVKick();
  22. [SerializeField] private bool m_UseHeadBob;
  23. [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
  24. [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
  25. [SerializeField] private float m_StepInterval;
  26. [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
  27. [SerializeField] private AudioClip m_JumpSound; // the sound played when character Exits the ground.
  28. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
  29. private Camera m_Camera;
  30. private bool m_Jump;
  31. private float m_YRotation;
  32. private Vector2 m_Input;
  33. private Vector3 m_MoveDir = Vector3.zero;
  34. private CharacterController m_CharacterController;
  35. private CollisionFlags m_CollisionFlags;
  36. private bool m_PreviouslyGrounded;
  37. private Vector3 m_OriginalCameraPosition;
  38. private float m_StepCycle;
  39. private float m_NextStep;
  40. private bool m_Jumping;
  41. private AudioSource m_AudioSource;
  42. // Use this for initialization
  43. private void Start()
  44. {
  45. m_CharacterController = GetComponent<CharacterController>();
  46. m_Camera = Camera.main;
  47. m_OriginalCameraPosition = m_Camera.transform.localPosition;
  48. m_FovKick.Setup(m_Camera);
  49. m_HeadBob.Setup(m_Camera, m_StepInterval);
  50. m_StepCycle = 0f;
  51. m_NextStep = m_StepCycle/2f;
  52. m_Jumping = false;
  53. m_AudioSource = GetComponent<AudioSource>();
  54. m_MouseLook.Init(transform , m_Camera.transform);
  55. }
  56. // Update is called once per frame
  57. private void Update()
  58. {
  59. RotateView();
  60. // the jump state needs to read here to make sure it is not missed
  61. if (!m_Jump)
  62. {
  63. m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
  64. }
  65. if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
  66. {
  67. StartCoroutine(m_JumpBob.DoBobCycle());
  68. PlayLandingSound();
  69. m_MoveDir.y = 0f;
  70. m_Jumping = false;
  71. }
  72. if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
  73. {
  74. m_MoveDir.y = 0f;
  75. }
  76. m_PreviouslyGrounded = m_CharacterController.isGrounded;
  77. }
  78. private void PlayLandingSound()
  79. {
  80. m_AudioSource.clip = m_LandSound;
  81. m_AudioSource.Play();
  82. m_NextStep = m_StepCycle + .5f;
  83. }
  84. private void FixedUpdate()
  85. {
  86. float speed;
  87. GetInput(out speed);
  88. // always move along the camera forward as it is the direction that it being aimed at
  89. Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
  90. // get a normal for the surface that is being touched to move along it
  91. RaycastHit hitInfo;
  92. Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
  93. m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);
  94. desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
  95. m_MoveDir.x = desiredMove.x*speed;
  96. m_MoveDir.z = desiredMove.z*speed;
  97. if (m_CharacterController.isGrounded)
  98. {
  99. m_MoveDir.y = -m_StickToGroundForce;
  100. if (m_Jump)
  101. {
  102. m_MoveDir.y = m_JumpSpeed;
  103. PlayJumpSound();
  104. m_Jump = false;
  105. m_Jumping = true;
  106. }
  107. }
  108. else
  109. {
  110. m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
  111. }
  112. m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
  113. ProgressStepCycle(speed);
  114. UpdateCameraPosition(speed);
  115. m_MouseLook.UpdateCursorLock();
  116. }
  117. private void PlayJumpSound()
  118. {
  119. m_AudioSource.clip = m_JumpSound;
  120. m_AudioSource.Play();
  121. }
  122. private void ProgressStepCycle(float speed)
  123. {
  124. if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
  125. {
  126. m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
  127. Time.fixedDeltaTime;
  128. }
  129. if (!(m_StepCycle > m_NextStep))
  130. {
  131. return;
  132. }
  133. m_NextStep = m_StepCycle + m_StepInterval;
  134. PlayFootStepAudio();
  135. }
  136. private void PlayFootStepAudio()
  137. {
  138. if (!m_CharacterController.isGrounded)
  139. {
  140. return;
  141. }
  142. // pick & play a random footstep sound from the array,
  143. // excluding sound at index 0
  144. int n = Random.Range(1, m_FootstepSounds.Length);
  145. m_AudioSource.clip = m_FootstepSounds[n];
  146. m_AudioSource.PlayOneShot(m_AudioSource.clip);
  147. // move picked sound to index 0 so it's not picked next time
  148. m_FootstepSounds[n] = m_FootstepSounds[0];
  149. m_FootstepSounds[0] = m_AudioSource.clip;
  150. }
  151. private void UpdateCameraPosition(float speed)
  152. {
  153. Vector3 newCameraPosition;
  154. if (!m_UseHeadBob)
  155. {
  156. return;
  157. }
  158. if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
  159. {
  160. m_Camera.transform.localPosition =
  161. m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
  162. (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
  163. newCameraPosition = m_Camera.transform.localPosition;
  164. newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
  165. }
  166. else
  167. {
  168. newCameraPosition = m_Camera.transform.localPosition;
  169. newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
  170. }
  171. m_Camera.transform.localPosition = newCameraPosition;
  172. }
  173. private void GetInput(out float speed)
  174. {
  175. // Read input
  176. float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
  177. float vertical = CrossPlatformInputManager.GetAxis("Vertical");
  178. bool waswalking = m_IsWalking;
  179. #if !MOBILE_INPUT
  180. // On standalone builds, walk/run speed is modified by a key press.
  181. // keep track of whether or not the character is walking or running
  182. m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
  183. #endif
  184. // set the desired speed to be walking or running
  185. speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
  186. m_Input = new Vector2(horizontal, vertical);
  187. // normalize input if it exceeds 1 in combined length:
  188. if (m_Input.sqrMagnitude > 1)
  189. {
  190. m_Input.Normalize();
  191. }
  192. // handle speed change to give an fov kick
  193. // only if the player is going to a run, is running and the fovkick is to be used
  194. if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
  195. {
  196. StopAllCoroutines();
  197. StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
  198. }
  199. }
  200. private void RotateView()
  201. {
  202. m_MouseLook.LookRotation (transform, m_Camera.transform);
  203. }
  204. private void OnControllerColliderHit(ControllerColliderHit hit)
  205. {
  206. Rigidbody body = hit.collider.attachedRigidbody;
  207. //dont move the rigidbody if the character is on top of it
  208. if (m_CollisionFlags == CollisionFlags.Below)
  209. {
  210. return;
  211. }
  212. if (body == null || body.isKinematic)
  213. {
  214. return;
  215. }
  216. body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
  217. }
  218. }
  219. }