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m_Size: {x: 1.1915473, y: 1, z: 1} - m_Center: {x: -0.0957734, y: -2.849124e-16, z: 2.1175824e-21} + m_Size: {x: 1.1915473, y: 15.3946295, z: 1.3285357} + m_Center: {x: -0.09577337, y: -0.46444795, z: 0.16426784} --- !u!23 &2139162639 MeshRenderer: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/FreeCameraController.cs b/Assets/Scripts/FreeCameraController.cs index d8f5a18b..0e4c3bf4 100644 --- a/Assets/Scripts/FreeCameraController.cs +++ b/Assets/Scripts/FreeCameraController.cs @@ -22,11 +22,16 @@ public class FreeCameraController : MonoBehaviour private float yRotation = 0.0f; public bool isMov = true; public bool isRot = true; - + CharacterController ctrlor; private void Awake() { instance = this; DontDestroyOnLoad(this); + + // Cm = GameObject.Find("Mcam"); + ctrlor = GetComponent(); + + Global.appSetting.MouseMoveSpeed.RegisterWithInitValue(v => rotateSpeed = v); } @@ -53,15 +58,55 @@ public class FreeCameraController : MonoBehaviour { if (isMov) { - // ƶ - float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime; - float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime; + //// ƶ + //float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime; + //float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime; - Vector3 move = transform.right * horizontal + transform.forward * vertical; - - transform.position += move; - //QEƶ - transform.position+= GetInputTranslationDirection()*0.01f; + //Vector3 move = transform.right * horizontal + transform.forward * vertical; + + //transform.position += move; + + + //Wǰ + if (Input.GetKey(KeyCode.W)) + { + Vector3 forward = transform.TransformDirection(Vector3.forward); + ctrlor.Move(forward * moveSpeed * Time.deltaTime); + + } + //S + if (Input.GetKey(KeyCode.S)) + { + Vector3 back = transform.TransformDirection(Vector3.back); + ctrlor.Move(back * moveSpeed * Time.deltaTime); + + } + //Aƶ + if (Input.GetKey(KeyCode.A)) + { + Vector3 left = transform.TransformDirection(Vector3.left); + ctrlor.Move(left * moveSpeed * Time.deltaTime); + } + //D + if (Input.GetKey(KeyCode.D) && gameObject.transform.position.y > 0) + { + Vector3 right = transform.TransformDirection(Vector3.right); + ctrlor.Move(right * moveSpeed * Time.deltaTime); + } + //E + if (Input.GetKey(KeyCode.Q)) + { + Vector3 upward = transform.TransformDirection(Vector3.up); + ctrlor.Move(upward * moveSpeed * Time.deltaTime); + } + //E + if (Input.GetKey(KeyCode.E)) + { + Vector3 down = transform.TransformDirection(Vector3.down); + ctrlor.Move(down * moveSpeed * Time.deltaTime); + } + ////QEƶ + //transform.position+= GetInputTranslationDirection()*0.01f; } if (isRot) diff --git a/Assets/Third/KinematicCharacterController.meta b/Assets/Third/KinematicCharacterController.meta new file mode 100644 index 00000000..bf52132d --- /dev/null +++ b/Assets/Third/KinematicCharacterController.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fc8f0a44b9d789e4c88b71313bc183db +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference.meta b/Assets/Third/KinematicCharacterController/APIReference.meta new file mode 100644 index 00000000..505a52ce --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7ca2961237ba4084ab32366f6377127a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference.zip.meta b/Assets/Third/KinematicCharacterController/APIReference.zip.meta new file mode 100644 index 00000000..0fec58b5 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference.zip.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: aadf824e76564404c8d43d99803c60a1 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/APIReference.html b/Assets/Third/KinematicCharacterController/APIReference/APIReference.html new file mode 100644 index 00000000..2e68fbb5 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/APIReference.html @@ -0,0 +1,7 @@ + + + + + \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/APIReference/APIReference.html.meta b/Assets/Third/KinematicCharacterController/APIReference/APIReference.html.meta new file mode 100644 index 00000000..bc4a04d6 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/APIReference.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 797e2b0c02708724f9b02ed6a1720647 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html.meta b/Assets/Third/KinematicCharacterController/APIReference/html.meta new file mode 100644 index 00000000..8e4b0ffa --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 39fb24b55ac4d10409e15fab385afd17 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/annotated.html b/Assets/Third/KinematicCharacterController/APIReference/html/annotated.html new file mode 100644 index 00000000..7e7e0973 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/annotated.html @@ -0,0 +1,95 @@ + + + + + + + +Kinematic Character Controller: Class List + + + + + + + + + +
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Kinematic Character Controller +
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Class List
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Here are the classes, structs, unions and interfaces with brief descriptions:
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[detail level 12]
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 NKinematicCharacterController
 CCharacterGroundingReportContains all the information for the motor's grounding status
 CCharacterTransientGroundingReportContains the simulation-relevant information for the motor's grounding status
 CHitStabilityReportContains all the information from a hit stability evaluation
 CICharacterController
 CIMoverController
 CKCCSettings
 CKinematicCharacterMotorComponent that manages character collisions and movement solving
 CKinematicCharacterMotorStateRepresents the entire state of a character motor that is pertinent for simulation. Use this to save state or revert to past state
 CKinematicCharacterSystemThe system that manages the simulation of KinematicCharacterMotor and PhysicsMover
 COverlapResultDescribes an overlap between the character capsule and another collider
 CPhysicsMoverComponent that manages the movement of moving kinematic rigidbodies for proper interaction with characters
 CPhysicsMoverStateRepresents the entire state of a PhysicsMover that is pertinent for simulation. Use this to save state or revert to past state
 CReadOnlyAttribute
 CRigidbodyProjectionHitContains the information of hit rigidbodies during the movement phase, so they can be processed afterwards
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+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/annotated.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/annotated.html.meta new file mode 100644 index 00000000..cb4d5a11 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/annotated.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4c77efa32d5d0a247adfa18185b1cd02 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/bc_s.png b/Assets/Third/KinematicCharacterController/APIReference/html/bc_s.png new file mode 100644 index 00000000..224b29aa Binary files /dev/null and b/Assets/Third/KinematicCharacterController/APIReference/html/bc_s.png differ diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/bc_s.png.meta b/Assets/Third/KinematicCharacterController/APIReference/html/bc_s.png.meta new file mode 100644 index 00000000..c7248d3f --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/bc_s.png.meta @@ -0,0 +1,140 @@ +fileFormatVersion: 2 +guid: 274b1bfa773b61441a5d46429d815d97 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 12 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + flipGreenChannel: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMipmapLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + swizzle: 50462976 + cookieLightType: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - 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serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Server + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_k_c_c_settings-members.html b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_k_c_c_settings-members.html new file mode 100644 index 00000000..f1cdddb7 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_k_c_c_settings-members.html @@ -0,0 +1,87 @@ + + + + + + + +Kinematic Character Controller: Member List + + + + + + + + + +
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Kinematic Character Controller +
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KinematicCharacterController.KCCSettings Member List
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This is the complete list of members for KinematicCharacterController.KCCSettings, including all inherited members.

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AutoSimulationKinematicCharacterController.KCCSettings
InterpolateKinematicCharacterController.KCCSettings
MotorsListInitialCapacityKinematicCharacterController.KCCSettings
MoversListInitialCapacityKinematicCharacterController.KCCSettings
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_k_c_c_settings-members.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_k_c_c_settings-members.html.meta new file mode 100644 index 00000000..6a15e04e --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_k_c_c_settings-members.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c8d06cae33f6e11468181525167a5a5f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_k_c_c_settings.html b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_k_c_c_settings.html new file mode 100644 index 00000000..8fdcf88e --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_k_c_c_settings.html @@ -0,0 +1,169 @@ + + + + + + + +Kinematic Character Controller: KinematicCharacterController.KCCSettings Class Reference + + + + + + + + + +
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Kinematic Character Controller +
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KinematicCharacterController.KCCSettings Class Reference
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Inherits ScriptableObject.

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+Public Attributes

bool AutoSimulation = true
 Determines if the system simulates automatically. If true, the simulation is done on FixedUpdate More...
 
bool Interpolate = true
 Should interpolation of characters and PhysicsMovers be handled More...
 
int MotorsListInitialCapacity = 100
 
int MoversListInitialCapacity = 100
 Initial capacity of the system's list of Movers (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs) More...
 
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Member Data Documentation

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◆ AutoSimulation

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bool KinematicCharacterController.KCCSettings.AutoSimulation = true
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Determines if the system simulates automatically. If true, the simulation is done on FixedUpdate

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◆ Interpolate

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bool KinematicCharacterController.KCCSettings.Interpolate = true
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Should interpolation of characters and PhysicsMovers be handled

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◆ MotorsListInitialCapacity

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int KinematicCharacterController.KCCSettings.MotorsListInitialCapacity = 100
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Initial capacity of the system's list of Motors (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)

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◆ MoversListInitialCapacity

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int KinematicCharacterController.KCCSettings.MoversListInitialCapacity = 100
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Initial capacity of the system's list of Movers (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)

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The documentation for this class was generated from the following file: +
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_k_c_c_settings.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_k_c_c_settings.html.meta new file mode 100644 index 00000000..79162873 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_k_c_c_settings.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7226289200e37ce45bea9f65c040d0af +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_motor-members.html b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_motor-members.html new file mode 100644 index 00000000..fac4eae0 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_motor-members.html @@ -0,0 +1,184 @@ + + + + + + + +Kinematic Character Controller: Member List + + + + + + + + + +
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Kinematic Character Controller +
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KinematicCharacterController.KinematicCharacterMotor Member List
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+ +

This is the complete list of members for KinematicCharacterController.KinematicCharacterMotor, including all inherited members.

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AllowSteppingWithoutStableGroundingKinematicCharacterController.KinematicCharacterMotor
ApplyState(KinematicCharacterMotorState state, bool bypassInterpolation=true)KinematicCharacterController.KinematicCharacterMotor
AttachedRigidbodyKinematicCharacterController.KinematicCharacterMotor
AttachedRigidbodyOverrideKinematicCharacterController.KinematicCharacterMotor
AttachedRigidbodyVelocityKinematicCharacterController.KinematicCharacterMotor
BaseVelocityKinematicCharacterController.KinematicCharacterMotor
CapsuleKinematicCharacterController.KinematicCharacterMotor
CharacterCollisionsOverlap(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, float inflate=0f, bool acceptOnlyStableGroundLayer=false)KinematicCharacterController.KinematicCharacterMotor
CharacterCollisionsRaycast(Vector3 position, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, bool acceptOnlyStableGroundLayer=false)KinematicCharacterController.KinematicCharacterMotor
CharacterCollisionsSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, float inflate=0f, bool acceptOnlyStableGroundLayer=false)KinematicCharacterController.KinematicCharacterMotor
CharacterControllerKinematicCharacterController.KinematicCharacterMotor
CharacterForwardKinematicCharacterController.KinematicCharacterMotor
CharacterOverlap(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f)KinematicCharacterController.KinematicCharacterMotor
CharacterRightKinematicCharacterController.KinematicCharacterMotor
CharacterSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f)KinematicCharacterController.KinematicCharacterMotor
CharacterTransformToCapsuleBottomKinematicCharacterController.KinematicCharacterMotor
CharacterTransformToCapsuleBottomHemiKinematicCharacterController.KinematicCharacterMotor
CharacterTransformToCapsuleCenterKinematicCharacterController.KinematicCharacterMotor
CharacterTransformToCapsuleTopKinematicCharacterController.KinematicCharacterMotor
CharacterTransformToCapsuleTopHemiKinematicCharacterController.KinematicCharacterMotor
CharacterUpKinematicCharacterController.KinematicCharacterMotor
CheckMovementInitialOverlapsKinematicCharacterController.KinematicCharacterMotor
CollidableLayersKinematicCharacterController.KinematicCharacterMotor
CollisionOffset (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
ComputeCollisionResolutionForHitBody(Vector3 hitNormal, Vector3 characterVelocity, Vector3 bodyVelocity, float characterToBodyMassRatio, out Vector3 velocityChangeOnCharacter, out Vector3 velocityChangeOnBody) (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotor
CorrelationForVerticalObstruction (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
DiscreteCollisionEventsKinematicCharacterController.KinematicCharacterMotor
EvaluateHitStability(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, Vector3 withCharacterVelocity, ref HitStabilityReport stabilityReport)KinematicCharacterController.KinematicCharacterMotor
ExtraStepHeightPadding (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
ExtraSteppingForwardDistance (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
ForceUnground(float time=0.1f)KinematicCharacterController.KinematicCharacterMotor
GetDirectionTangentToSurface(Vector3 direction, Vector3 surfaceNormal)KinematicCharacterController.KinematicCharacterMotor
GetState()KinematicCharacterController.KinematicCharacterMotor
GetVelocityForMovePosition(Vector3 fromPosition, Vector3 toPosition, float deltaTime)KinematicCharacterController.KinematicCharacterMotor
GetVelocityFromMovement(Vector3 movement, float deltaTime) (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotor
GetVelocityFromRigidbodyMovement(Rigidbody interactiveRigidbody, Vector3 atPoint, float deltaTime)KinematicCharacterController.KinematicCharacterMotor
GroundDetectionExtraDistanceKinematicCharacterController.KinematicCharacterMotor
GroundingStatusKinematicCharacterController.KinematicCharacterMotor
GroundProbeReboundDistance (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
GroundProbingBackstepDistance (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
HandleSimulatedRigidbodyInteraction(ref Vector3 processedVelocity, RigidbodyProjectionHit hit, float deltaTime)KinematicCharacterController.KinematicCharacterMotorvirtual
HandleVelocityProjection(ref Vector3 velocity, Vector3 obstructionNormal, bool stableOnHit)KinematicCharacterController.KinematicCharacterMotorvirtual
HasPlanarConstraintKinematicCharacterController.KinematicCharacterMotor
IndexInCharacterSystemKinematicCharacterController.KinematicCharacterMotor
InitialSimulationPositionKinematicCharacterController.KinematicCharacterMotor
InitialSimulationRotationKinematicCharacterController.KinematicCharacterMotor
InitialTickPositionKinematicCharacterController.KinematicCharacterMotor
InitialTickRotationKinematicCharacterController.KinematicCharacterMotor
InteractiveRigidbodyHandlingKinematicCharacterController.KinematicCharacterMotor
KillRemainingMovementWhenExceedMaxMovementIterationsKinematicCharacterController.KinematicCharacterMotor
KillVelocityWhenExceedMaxMovementIterationsKinematicCharacterController.KinematicCharacterMotor
LastGroundingStatusKinematicCharacterController.KinematicCharacterMotor
LastMovementIterationFoundAnyGroundKinematicCharacterController.KinematicCharacterMotor
LedgeAndDenivelationHandlingKinematicCharacterController.KinematicCharacterMotor
MaxCollisionBudget (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MaxDecollisionIterationsKinematicCharacterController.KinematicCharacterMotor
MaxGroundingSweepIterations (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MaxHitsBudget (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MaxMovementIterationsKinematicCharacterController.KinematicCharacterMotor
MaxRigidbodyOverlapsCount (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MaxStableDenivelationAngleKinematicCharacterController.KinematicCharacterMotor
MaxStableDistanceFromLedgeKinematicCharacterController.KinematicCharacterMotor
MaxStableSlopeAngleKinematicCharacterController.KinematicCharacterMotor
MaxStepHeightKinematicCharacterController.KinematicCharacterMotor
MaxSteppingSweepIterations (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MaxVelocityForLedgeSnapKinematicCharacterController.KinematicCharacterMotor
MinDistanceForLedge (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MinimumGroundProbingDistance (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MinRequiredStepDepthKinematicCharacterController.KinematicCharacterMotor
MinVelocityMagnitude (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MoveCharacter(Vector3 toPosition)KinematicCharacterController.KinematicCharacterMotor
MustUnground() (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotor
OverlapsKinematicCharacterController.KinematicCharacterMotor
OverlapsCountKinematicCharacterController.KinematicCharacterMotor
PlanarConstraintAxisKinematicCharacterController.KinematicCharacterMotor
PreserveAttachedRigidbodyMomentumKinematicCharacterController.KinematicCharacterMotor
ProbeGround(ref Vector3 probingPosition, Quaternion atRotation, float probingDistance, ref CharacterGroundingReport groundingReport)KinematicCharacterController.KinematicCharacterMotor
RigidbodyInteractionTypeKinematicCharacterController.KinematicCharacterMotor
RotateCharacter(Quaternion toRotation)KinematicCharacterController.KinematicCharacterMotor
SecondaryProbesHorizontal (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
SecondaryProbesVertical (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
SetCapsuleCollisionsActivation(bool collisionsActive)KinematicCharacterController.KinematicCharacterMotor
SetCapsuleDimensions(float radius, float height, float yOffset)KinematicCharacterController.KinematicCharacterMotor
SetGroundSolvingActivation(bool stabilitySolvingActive)KinematicCharacterController.KinematicCharacterMotor
SetMovementCollisionsSolvingActivation(bool movementCollisionsSolvingActive)KinematicCharacterController.KinematicCharacterMotor
SetPosition(Vector3 position, bool bypassInterpolation=true)KinematicCharacterController.KinematicCharacterMotor
SetPositionAndRotation(Vector3 position, Quaternion rotation, bool bypassInterpolation=true)KinematicCharacterController.KinematicCharacterMotor
SetRotation(Quaternion rotation, bool bypassInterpolation=true)KinematicCharacterController.KinematicCharacterMotor
SetTransientPosition(Vector3 newPos) (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotor
SimulatedCharacterMass (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotor
StableGroundLayersKinematicCharacterController.KinematicCharacterMotor
StepHandlingKinematicCharacterController.KinematicCharacterMotor
SteppingForwardDistance (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
SweepProbingBackstepDistance (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
TransformKinematicCharacterController.KinematicCharacterMotor
TransientPositionKinematicCharacterController.KinematicCharacterMotor
TransientRotationKinematicCharacterController.KinematicCharacterMotor
UpdatePhase1(float deltaTime)KinematicCharacterController.KinematicCharacterMotor
UpdatePhase2(float deltaTime)KinematicCharacterController.KinematicCharacterMotor
ValidateData()KinematicCharacterController.KinematicCharacterMotor
VelocityKinematicCharacterController.KinematicCharacterMotor
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_motor-members.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_motor-members.html.meta new file mode 100644 index 00000000..e882b650 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_motor-members.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: bbe349c69abd1774d9b1f3cf7529c2d3 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_motor.html b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_motor.html new file mode 100644 index 00000000..9492598b --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_motor.html @@ -0,0 +1,2360 @@ + + + + + + + +Kinematic Character Controller: KinematicCharacterController.KinematicCharacterMotor Class Reference + + + + + + + + + +
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Kinematic Character Controller +
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KinematicCharacterController.KinematicCharacterMotor Class Reference
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+
+ +

Component that manages character collisions and movement solving + More...

+ +

Inherits MonoBehaviour.

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+Public Member Functions

void ValidateData ()
 Handle validating all required values More...
 
void SetCapsuleCollisionsActivation (bool collisionsActive)
 Sets whether or not the capsule collider will detect collisions More...
 
void SetMovementCollisionsSolvingActivation (bool movementCollisionsSolvingActive)
 Sets whether or not the motor will solve collisions when moving (or moved onto) More...
 
void SetGroundSolvingActivation (bool stabilitySolvingActive)
 Sets whether or not grounding will be evaluated for all hits More...
 
void SetPosition (Vector3 position, bool bypassInterpolation=true)
 Sets the character's position directly More...
 
void SetRotation (Quaternion rotation, bool bypassInterpolation=true)
 Sets the character's rotation directly More...
 
void SetPositionAndRotation (Vector3 position, Quaternion rotation, bool bypassInterpolation=true)
 Sets the character's position and rotation directly More...
 
void MoveCharacter (Vector3 toPosition)
 Moves the character position, taking all movement collision solving int account. The actual move is done the next time the motor updates are called More...
 
void RotateCharacter (Quaternion toRotation)
 Moves the character rotation. The actual move is done the next time the motor updates are called More...
 
KinematicCharacterMotorState GetState ()
 Returns all the state information of the motor that is pertinent for simulation More...
 
void ApplyState (KinematicCharacterMotorState state, bool bypassInterpolation=true)
 Applies a motor state instantly More...
 
void SetCapsuleDimensions (float radius, float height, float yOffset)
 Resizes capsule. ALso caches importand capsule size data More...
 
void UpdatePhase1 (float deltaTime)
 Update phase 1 is meant to be called after physics movers have calculated their velocities, but before they have simulated their goal positions/rotations. It is responsible for: More...
 
void UpdatePhase2 (float deltaTime)
 Update phase 2 is meant to be called after physics movers have simulated their goal positions/rotations. At the end of this, the TransientPosition/Rotation values will be up-to-date with where the motor should be at the end of its move. It is responsible for: More...
 
void ProbeGround (ref Vector3 probingPosition, Quaternion atRotation, float probingDistance, ref CharacterGroundingReport groundingReport)
 Probes for valid ground and midifies the input transientPosition if ground snapping occurs More...
 
void ForceUnground (float time=0.1f)
 Forces the character to unground itself on its next grounding update More...
 
+bool MustUnground ()
 
Vector3 GetDirectionTangentToSurface (Vector3 direction, Vector3 surfaceNormal)
 Returns the direction adjusted to be tangent to a specified surface normal relatively to the character's up direction. Useful for reorienting a direction on a slope without any lateral deviation in trajectory More...
 
+void SetTransientPosition (Vector3 newPos)
 
virtual void HandleVelocityProjection (ref Vector3 velocity, Vector3 obstructionNormal, bool stableOnHit)
 Allows you to override the way velocity is projected on an obstruction More...
 
virtual void HandleSimulatedRigidbodyInteraction (ref Vector3 processedVelocity, RigidbodyProjectionHit hit, float deltaTime)
 Allows you to override the way hit rigidbodies are pushed / interacted with. ProcessedVelocity is what must be modified if this interaction affects the character's velocity. More...
 
+void ComputeCollisionResolutionForHitBody (Vector3 hitNormal, Vector3 characterVelocity, Vector3 bodyVelocity, float characterToBodyMassRatio, out Vector3 velocityChangeOnCharacter, out Vector3 velocityChangeOnBody)
 
void EvaluateHitStability (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, Vector3 withCharacterVelocity, ref HitStabilityReport stabilityReport)
 Determines if the motor is considered stable on a given hit More...
 
Vector3 GetVelocityFromRigidbodyMovement (Rigidbody interactiveRigidbody, Vector3 atPoint, float deltaTime)
 Get true linear velocity (taking into account rotational velocity) on a given point of a rigidbody More...
 
Vector3 GetVelocityForMovePosition (Vector3 fromPosition, Vector3 toPosition, float deltaTime)
 Calculates the velocity required to move the character to the target position over a specific deltaTime. Useful for when you wish to work with positions rather than velocities in the UpdateVelocity callback More...
 
+Vector3 GetVelocityFromMovement (Vector3 movement, float deltaTime)
 
int CharacterCollisionsOverlap (Vector3 position, Quaternion rotation, Collider[] overlappedColliders, float inflate=0f, bool acceptOnlyStableGroundLayer=false)
 Detect if the character capsule is overlapping with anything collidable More...
 
int CharacterOverlap (Vector3 position, Quaternion rotation, Collider[] overlappedColliders, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f)
 Detect if the character capsule is overlapping with anything More...
 
int CharacterCollisionsSweep (Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, float inflate=0f, bool acceptOnlyStableGroundLayer=false)
 Sweeps the capsule's volume to detect collision hits More...
 
int CharacterSweep (Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f)
 Sweeps the capsule's volume to detect hits More...
 
int CharacterCollisionsRaycast (Vector3 position, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, bool acceptOnlyStableGroundLayer=false)
 Raycasts to detect collision hits More...
 
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+Public Attributes

CapsuleCollider Capsule
 The capsule collider of this motor More...
 
float GroundDetectionExtraDistance = 0f
 Increases the range of ground detection, to allow snapping to ground at very high speeds More...
 
float MaxStableSlopeAngle = 60f
 Maximum slope angle on which the character can be stable More...
 
LayerMask StableGroundLayers = -1
 Which layers can the character be considered stable on More...
 
bool DiscreteCollisionEvents = false
 Notifies the Character Controller when discrete collisions are detected More...
 
StepHandlingMethod StepHandling = StepHandlingMethod.Standard
 Handles properly detecting grounding status on steps, but has a performance cost. More...
 
float MaxStepHeight = 0.5f
 Maximum height of a step which the character can climb More...
 
bool AllowSteppingWithoutStableGrounding = false
 Can the character step up obstacles even if it is not currently stable? More...
 
float MinRequiredStepDepth = 0.1f
 Minimum length of a step that the character can step on (used in Extra stepping method. Use this to let the character step on steps that are smaller that its radius More...
 
bool LedgeAndDenivelationHandling = true
 Handles properly detecting ledge information and grounding status, but has a performance cost. More...
 
float MaxStableDistanceFromLedge = 0.5f
 The distance from the capsule central axis at which the character can stand on a ledge and still be stable More...
 
float MaxVelocityForLedgeSnap = 0f
 Prevents snapping to ground on ledges beyond a certain velocity More...
 
float MaxStableDenivelationAngle = 180f
 The maximun downward slope angle change that the character can be subjected to and still be snapping to the ground More...
 
bool InteractiveRigidbodyHandling = true
 Handles properly being pushed by and standing on PhysicsMovers or dynamic rigidbodies. Also handles pushing dynamic rigidbodies More...
 
RigidbodyInteractionType RigidbodyInteractionType
 How the character interacts with non-kinematic rigidbodies. "Kinematic" mode means the character pushes the rigidbodies with infinite force (as a kinematic body would). "SimulatedDynamic" pushes the rigidbodies with a simulated mass value. More...
 
+float SimulatedCharacterMass = 1f
 
bool PreserveAttachedRigidbodyMomentum = true
 Determines if the character preserves moving platform velocities when de-grounding from them More...
 
bool HasPlanarConstraint = false
 Determines if the character's movement uses the planar constraint More...
 
Vector3 PlanarConstraintAxis = Vector3.forward
 Defines the plane that the character's movement is constrained on, if HasMovementConstraintPlane is active More...
 
int MaxMovementIterations = 5
 How many times can we sweep for movement per update More...
 
int MaxDecollisionIterations = 1
 How many times can we check for decollision per update More...
 
bool CheckMovementInitialOverlaps = true
 Checks for overlaps before casting movement, making sure all collisions are detected even when already intersecting geometry (has a performance cost, but provides safety against tunneling through colliders) More...
 
bool KillVelocityWhenExceedMaxMovementIterations = true
 Sets the velocity to zero if exceed max movement iterations More...
 
bool KillRemainingMovementWhenExceedMaxMovementIterations = true
 Sets the remaining movement to zero if exceed max movement iterations More...
 
CharacterGroundingReport GroundingStatus = new CharacterGroundingReport()
 Contains the current grounding information More...
 
CharacterTransientGroundingReport LastGroundingStatus = new CharacterTransientGroundingReport()
 Contains the previous grounding information More...
 
LayerMask CollidableLayers = -1
 Specifies the LayerMask that the character's movement algorithm can detect collisions with. By default, this uses the rigidbody's layer's collision matrix More...
 
ICharacterController CharacterController
 The motor's assigned controller More...
 
bool LastMovementIterationFoundAnyGround
 Did the motor's last swept collision detection find a ground? More...
 
int IndexInCharacterSystem
 Index of this motor in KinematicCharacterSystem arrays More...
 
Vector3 InitialTickPosition
 Remembers initial position before all simulation are done More...
 
Quaternion InitialTickRotation
 Remembers initial rotation before all simulation are done More...
 
Rigidbody AttachedRigidbodyOverride
 Specifies a Rigidbody to stay attached to More...
 
Vector3 BaseVelocity
 The character's velocity resulting from direct movement More...
 
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+Static Public Attributes

+const int MaxHitsBudget = 16
 
+const int MaxCollisionBudget = 16
 
+const int MaxGroundingSweepIterations = 2
 
+const int MaxSteppingSweepIterations = 3
 
+const int MaxRigidbodyOverlapsCount = 16
 
+const float CollisionOffset = 0.01f
 
+const float GroundProbeReboundDistance = 0.02f
 
+const float MinimumGroundProbingDistance = 0.005f
 
+const float GroundProbingBackstepDistance = 0.1f
 
+const float SweepProbingBackstepDistance = 0.002f
 
+const float SecondaryProbesVertical = 0.02f
 
+const float SecondaryProbesHorizontal = 0.001f
 
+const float MinVelocityMagnitude = 0.01f
 
+const float SteppingForwardDistance = 0.03f
 
+const float MinDistanceForLedge = 0.05f
 
+const float CorrelationForVerticalObstruction = 0.01f
 
+const float ExtraSteppingForwardDistance = 0.01f
 
+const float ExtraStepHeightPadding = 0.01f
 
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+Properties

Transform Transform [get]
 The Transform of the character motor More...
 
Vector3 TransientPosition [get]
 The character's goal position in its movement calculations (always up-to-date during the character update phase) More...
 
Vector3 CharacterUp [get]
 The character's up direction (always up-to-date during the character update phase) More...
 
Vector3 CharacterForward [get]
 The character's forward direction (always up-to-date during the character update phase) More...
 
Vector3 CharacterRight [get]
 The character's right direction (always up-to-date during the character update phase) More...
 
Vector3 InitialSimulationPosition [get]
 The character's position before the movement calculations began More...
 
Quaternion InitialSimulationRotation [get]
 The character's rotation before the movement calculations began More...
 
Rigidbody AttachedRigidbody [get]
 Represents the Rigidbody to stay attached to More...
 
Vector3 CharacterTransformToCapsuleCenter [get]
 Vector3 from the character transform position to the capsule center More...
 
Vector3 CharacterTransformToCapsuleBottom [get]
 Vector3 from the character transform position to the capsule bottom More...
 
Vector3 CharacterTransformToCapsuleTop [get]
 Vector3 from the character transform position to the capsule top More...
 
Vector3 CharacterTransformToCapsuleBottomHemi [get]
 Vector3 from the character transform position to the capsule bottom hemi center More...
 
Vector3 CharacterTransformToCapsuleTopHemi [get]
 Vector3 from the character transform position to the capsule top hemi center More...
 
Vector3 AttachedRigidbodyVelocity [get]
 The character's velocity resulting from standing on rigidbodies or PhysicsMover More...
 
int OverlapsCount [get]
 The number of overlaps detected so far during character update (is reset at the beginning of the update) More...
 
OverlapResult[] Overlaps [get]
 The overlaps detected so far during character update More...
 
Quaternion TransientRotation [get]
 The character's goal rotation in its movement calculations (always up-to-date during the character update phase) More...
 
Vector3 Velocity [get]
 The character's total velocity, including velocity from standing on rigidbodies or PhysicsMover More...
 
+

Detailed Description

+

Component that manages character collisions and movement solving

+

Member Function Documentation

+ +

◆ ApplyState()

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void KinematicCharacterController.KinematicCharacterMotor.ApplyState (KinematicCharacterMotorState state,
bool bypassInterpolation = true 
)
+
+ +

Applies a motor state instantly

+ +
+
+ +

◆ CharacterCollisionsOverlap()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
int KinematicCharacterController.KinematicCharacterMotor.CharacterCollisionsOverlap (Vector3 position,
Quaternion rotation,
Collider[] overlappedColliders,
float inflate = 0f,
bool acceptOnlyStableGroundLayer = false 
)
+
+ +

Detect if the character capsule is overlapping with anything collidable

+
Returns
Returns number of overlaps
+ +
+
+ +

◆ CharacterCollisionsRaycast()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
int KinematicCharacterController.KinematicCharacterMotor.CharacterCollisionsRaycast (Vector3 position,
Vector3 direction,
float distance,
out RaycastHit closestHit,
RaycastHit[] hits,
bool acceptOnlyStableGroundLayer = false 
)
+
+ +

Raycasts to detect collision hits

+
Returns
Returns the number of hits
+ +
+
+ +

◆ CharacterCollisionsSweep()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
int KinematicCharacterController.KinematicCharacterMotor.CharacterCollisionsSweep (Vector3 position,
Quaternion rotation,
Vector3 direction,
float distance,
out RaycastHit closestHit,
RaycastHit[] hits,
float inflate = 0f,
bool acceptOnlyStableGroundLayer = false 
)
+
+ +

Sweeps the capsule's volume to detect collision hits

+
Returns
Returns the number of hits
+ +
+
+ +

◆ CharacterOverlap()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
int KinematicCharacterController.KinematicCharacterMotor.CharacterOverlap (Vector3 position,
Quaternion rotation,
Collider[] overlappedColliders,
LayerMask layers,
QueryTriggerInteraction triggerInteraction,
float inflate = 0f 
)
+
+ +

Detect if the character capsule is overlapping with anything

+
Returns
Returns number of overlaps
+ +
+
+ +

◆ CharacterSweep()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
int KinematicCharacterController.KinematicCharacterMotor.CharacterSweep (Vector3 position,
Quaternion rotation,
Vector3 direction,
float distance,
out RaycastHit closestHit,
RaycastHit[] hits,
LayerMask layers,
QueryTriggerInteraction triggerInteraction,
float inflate = 0f 
)
+
+ +

Sweeps the capsule's volume to detect hits

+
Returns
Returns the number of hits
+ +
+
+ +

◆ EvaluateHitStability()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.EvaluateHitStability (Collider hitCollider,
Vector3 hitNormal,
Vector3 hitPoint,
Vector3 atCharacterPosition,
Quaternion atCharacterRotation,
Vector3 withCharacterVelocity,
ref HitStabilityReport stabilityReport 
)
+
+ +

Determines if the motor is considered stable on a given hit

+ +
+
+ +

◆ ForceUnground()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.ForceUnground (float time = 0.1f)
+
+ +

Forces the character to unground itself on its next grounding update

+ +
+
+ +

◆ GetDirectionTangentToSurface()

+ +
+
+ + + + + + + + + + + + + + + + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.GetDirectionTangentToSurface (Vector3 direction,
Vector3 surfaceNormal 
)
+
+ +

Returns the direction adjusted to be tangent to a specified surface normal relatively to the character's up direction. Useful for reorienting a direction on a slope without any lateral deviation in trajectory

+ +
+
+ +

◆ GetState()

+ +
+
+ + + + + + + +
KinematicCharacterMotorState KinematicCharacterController.KinematicCharacterMotor.GetState ()
+
+ +

Returns all the state information of the motor that is pertinent for simulation

+ +
+
+ +

◆ GetVelocityForMovePosition()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.GetVelocityForMovePosition (Vector3 fromPosition,
Vector3 toPosition,
float deltaTime 
)
+
+ +

Calculates the velocity required to move the character to the target position over a specific deltaTime. Useful for when you wish to work with positions rather than velocities in the UpdateVelocity callback

+ +
+
+ +

◆ GetVelocityFromRigidbodyMovement()

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+
+ + + + + + + + + + + + + + + + + + + + + + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.GetVelocityFromRigidbodyMovement (Rigidbody interactiveRigidbody,
Vector3 atPoint,
float deltaTime 
)
+
+ +

Get true linear velocity (taking into account rotational velocity) on a given point of a rigidbody

+ +
+
+ +

◆ HandleSimulatedRigidbodyInteraction()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
virtual void KinematicCharacterController.KinematicCharacterMotor.HandleSimulatedRigidbodyInteraction (ref Vector3 processedVelocity,
RigidbodyProjectionHit hit,
float deltaTime 
)
+
+virtual
+
+ +

Allows you to override the way hit rigidbodies are pushed / interacted with. ProcessedVelocity is what must be modified if this interaction affects the character's velocity.

+ +
+
+ +

◆ HandleVelocityProjection()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
virtual void KinematicCharacterController.KinematicCharacterMotor.HandleVelocityProjection (ref Vector3 velocity,
Vector3 obstructionNormal,
bool stableOnHit 
)
+
+virtual
+
+ +

Allows you to override the way velocity is projected on an obstruction

+ +
+
+ +

◆ MoveCharacter()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.MoveCharacter (Vector3 toPosition)
+
+ +

Moves the character position, taking all movement collision solving int account. The actual move is done the next time the motor updates are called

+ +
+
+ +

◆ ProbeGround()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.ProbeGround (ref Vector3 probingPosition,
Quaternion atRotation,
float probingDistance,
ref CharacterGroundingReport groundingReport 
)
+
+ +

Probes for valid ground and midifies the input transientPosition if ground snapping occurs

+ +
+
+ +

◆ RotateCharacter()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.RotateCharacter (Quaternion toRotation)
+
+ +

Moves the character rotation. The actual move is done the next time the motor updates are called

+ +
+
+ +

◆ SetCapsuleCollisionsActivation()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.SetCapsuleCollisionsActivation (bool collisionsActive)
+
+ +

Sets whether or not the capsule collider will detect collisions

+ +
+
+ +

◆ SetCapsuleDimensions()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.SetCapsuleDimensions (float radius,
float height,
float yOffset 
)
+
+ +

Resizes capsule. ALso caches importand capsule size data

+ +
+
+ +

◆ SetGroundSolvingActivation()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.SetGroundSolvingActivation (bool stabilitySolvingActive)
+
+ +

Sets whether or not grounding will be evaluated for all hits

+ +
+
+ +

◆ SetMovementCollisionsSolvingActivation()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.SetMovementCollisionsSolvingActivation (bool movementCollisionsSolvingActive)
+
+ +

Sets whether or not the motor will solve collisions when moving (or moved onto)

+ +
+
+ +

◆ SetPosition()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.SetPosition (Vector3 position,
bool bypassInterpolation = true 
)
+
+ +

Sets the character's position directly

+ +
+
+ +

◆ SetPositionAndRotation()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.SetPositionAndRotation (Vector3 position,
Quaternion rotation,
bool bypassInterpolation = true 
)
+
+ +

Sets the character's position and rotation directly

+ +
+
+ +

◆ SetRotation()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.SetRotation (Quaternion rotation,
bool bypassInterpolation = true 
)
+
+ +

Sets the character's rotation directly

+ +
+
+ +

◆ UpdatePhase1()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.UpdatePhase1 (float deltaTime)
+
+ +

Update phase 1 is meant to be called after physics movers have calculated their velocities, but before they have simulated their goal positions/rotations. It is responsible for:

+
    +
  • Initializing all values for update
  • +
  • Handling MovePosition calls
  • +
  • Solving initial collision overlaps
  • +
  • Ground probing
  • +
  • Handle detecting potential interactable rigidbodies
  • +
+ +
+
+ +

◆ UpdatePhase2()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.UpdatePhase2 (float deltaTime)
+
+ +

Update phase 2 is meant to be called after physics movers have simulated their goal positions/rotations. At the end of this, the TransientPosition/Rotation values will be up-to-date with where the motor should be at the end of its move. It is responsible for:

+
    +
  • Solving Rotation
  • +
  • Handle MoveRotation calls
  • +
  • Solving potential attached rigidbody overlaps
  • +
  • Solving Velocity
  • +
  • Applying planar constraint
  • +
+ +
+
+ +

◆ ValidateData()

+ +
+
+ + + + + + + +
void KinematicCharacterController.KinematicCharacterMotor.ValidateData ()
+
+ +

Handle validating all required values

+ +
+
+

Member Data Documentation

+ +

◆ AllowSteppingWithoutStableGrounding

+ +
+
+ + + + +
bool KinematicCharacterController.KinematicCharacterMotor.AllowSteppingWithoutStableGrounding = false
+
+ +

Can the character step up obstacles even if it is not currently stable?

+


+

+ +
+
+ +

◆ AttachedRigidbodyOverride

+ +
+
+ + + + +
Rigidbody KinematicCharacterController.KinematicCharacterMotor.AttachedRigidbodyOverride
+
+ +

Specifies a Rigidbody to stay attached to

+ +
+
+ +

◆ BaseVelocity

+ +
+
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.BaseVelocity
+
+ +

The character's velocity resulting from direct movement

+ +
+
+ +

◆ Capsule

+ +
+
+ + + + +
CapsuleCollider KinematicCharacterController.KinematicCharacterMotor.Capsule
+
+ +

The capsule collider of this motor

+ +
+
+ +

◆ CharacterController

+ +
+
+ + + + +
ICharacterController KinematicCharacterController.KinematicCharacterMotor.CharacterController
+
+ +

The motor's assigned controller

+ +
+
+ +

◆ CheckMovementInitialOverlaps

+ +
+
+ + + + +
bool KinematicCharacterController.KinematicCharacterMotor.CheckMovementInitialOverlaps = true
+
+ +

Checks for overlaps before casting movement, making sure all collisions are detected even when already intersecting geometry (has a performance cost, but provides safety against tunneling through colliders)

+ +
+
+ +

◆ CollidableLayers

+ +
+
+ + + + +
LayerMask KinematicCharacterController.KinematicCharacterMotor.CollidableLayers = -1
+
+ +

Specifies the LayerMask that the character's movement algorithm can detect collisions with. By default, this uses the rigidbody's layer's collision matrix

+ +
+
+ +

◆ DiscreteCollisionEvents

+ +
+
+ + + + +
bool KinematicCharacterController.KinematicCharacterMotor.DiscreteCollisionEvents = false
+
+ +

Notifies the Character Controller when discrete collisions are detected

+


+

+ +
+
+ +

◆ GroundDetectionExtraDistance

+ +
+
+ + + + +
float KinematicCharacterController.KinematicCharacterMotor.GroundDetectionExtraDistance = 0f
+
+ +

Increases the range of ground detection, to allow snapping to ground at very high speeds

+


+

+ +
+
+ +

◆ GroundingStatus

+ +
+
+ + + + +
CharacterGroundingReport KinematicCharacterController.KinematicCharacterMotor.GroundingStatus = new CharacterGroundingReport()
+
+ +

Contains the current grounding information

+ +
+
+ +

◆ HasPlanarConstraint

+ +
+
+ + + + +
bool KinematicCharacterController.KinematicCharacterMotor.HasPlanarConstraint = false
+
+ +

Determines if the character's movement uses the planar constraint

+ +
+
+ +

◆ IndexInCharacterSystem

+ +
+
+ + + + +
int KinematicCharacterController.KinematicCharacterMotor.IndexInCharacterSystem
+
+ +

Index of this motor in KinematicCharacterSystem arrays

+ +
+
+ +

◆ InitialTickPosition

+ +
+
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.InitialTickPosition
+
+ +

Remembers initial position before all simulation are done

+ +
+
+ +

◆ InitialTickRotation

+ +
+
+ + + + +
Quaternion KinematicCharacterController.KinematicCharacterMotor.InitialTickRotation
+
+ +

Remembers initial rotation before all simulation are done

+ +
+
+ +

◆ InteractiveRigidbodyHandling

+ +
+
+ + + + +
bool KinematicCharacterController.KinematicCharacterMotor.InteractiveRigidbodyHandling = true
+
+ +

Handles properly being pushed by and standing on PhysicsMovers or dynamic rigidbodies. Also handles pushing dynamic rigidbodies

+ +
+
+ +

◆ KillRemainingMovementWhenExceedMaxMovementIterations

+ +
+
+ + + + +
bool KinematicCharacterController.KinematicCharacterMotor.KillRemainingMovementWhenExceedMaxMovementIterations = true
+
+ +

Sets the remaining movement to zero if exceed max movement iterations

+ +
+
+ +

◆ KillVelocityWhenExceedMaxMovementIterations

+ +
+
+ + + + +
bool KinematicCharacterController.KinematicCharacterMotor.KillVelocityWhenExceedMaxMovementIterations = true
+
+ +

Sets the velocity to zero if exceed max movement iterations

+ +
+
+ +

◆ LastGroundingStatus

+ +
+
+ + + + +
CharacterTransientGroundingReport KinematicCharacterController.KinematicCharacterMotor.LastGroundingStatus = new CharacterTransientGroundingReport()
+
+ +

Contains the previous grounding information

+ +
+
+ +

◆ LastMovementIterationFoundAnyGround

+ +
+
+ + + + +
bool KinematicCharacterController.KinematicCharacterMotor.LastMovementIterationFoundAnyGround
+
+ +

Did the motor's last swept collision detection find a ground?

+ +
+
+ +

◆ LedgeAndDenivelationHandling

+ +
+
+ + + + +
bool KinematicCharacterController.KinematicCharacterMotor.LedgeAndDenivelationHandling = true
+
+ +

Handles properly detecting ledge information and grounding status, but has a performance cost.

+ +
+
+ +

◆ MaxDecollisionIterations

+ +
+
+ + + + +
int KinematicCharacterController.KinematicCharacterMotor.MaxDecollisionIterations = 1
+
+ +

How many times can we check for decollision per update

+ +
+
+ +

◆ MaxMovementIterations

+ +
+
+ + + + +
int KinematicCharacterController.KinematicCharacterMotor.MaxMovementIterations = 5
+
+ +

How many times can we sweep for movement per update

+ +
+
+ +

◆ MaxStableDenivelationAngle

+ +
+
+ + + + +
float KinematicCharacterController.KinematicCharacterMotor.MaxStableDenivelationAngle = 180f
+
+ +

The maximun downward slope angle change that the character can be subjected to and still be snapping to the ground

+


+

+ +
+
+ +

◆ MaxStableDistanceFromLedge

+ +
+
+ + + + +
float KinematicCharacterController.KinematicCharacterMotor.MaxStableDistanceFromLedge = 0.5f
+
+ +

The distance from the capsule central axis at which the character can stand on a ledge and still be stable

+


+

+ +
+
+ +

◆ MaxStableSlopeAngle

+ +
+
+ + + + +
float KinematicCharacterController.KinematicCharacterMotor.MaxStableSlopeAngle = 60f
+
+ +

Maximum slope angle on which the character can be stable

+


+

+ +
+
+ +

◆ MaxStepHeight

+ +
+
+ + + + +
float KinematicCharacterController.KinematicCharacterMotor.MaxStepHeight = 0.5f
+
+ +

Maximum height of a step which the character can climb

+


+

+ +
+
+ +

◆ MaxVelocityForLedgeSnap

+ +
+
+ + + + +
float KinematicCharacterController.KinematicCharacterMotor.MaxVelocityForLedgeSnap = 0f
+
+ +

Prevents snapping to ground on ledges beyond a certain velocity

+


+

+ +
+
+ +

◆ MinRequiredStepDepth

+ +
+
+ + + + +
float KinematicCharacterController.KinematicCharacterMotor.MinRequiredStepDepth = 0.1f
+
+ +

Minimum length of a step that the character can step on (used in Extra stepping method. Use this to let the character step on steps that are smaller that its radius

+


+

+ +
+
+ +

◆ PlanarConstraintAxis

+ +
+
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.PlanarConstraintAxis = Vector3.forward
+
+ +

Defines the plane that the character's movement is constrained on, if HasMovementConstraintPlane is active

+ +
+
+ +

◆ PreserveAttachedRigidbodyMomentum

+ +
+
+ + + + +
bool KinematicCharacterController.KinematicCharacterMotor.PreserveAttachedRigidbodyMomentum = true
+
+ +

Determines if the character preserves moving platform velocities when de-grounding from them

+ +
+
+ +

◆ RigidbodyInteractionType

+ +
+
+ + + + +
RigidbodyInteractionType KinematicCharacterController.KinematicCharacterMotor.RigidbodyInteractionType
+
+ +

How the character interacts with non-kinematic rigidbodies. "Kinematic" mode means the character pushes the rigidbodies with infinite force (as a kinematic body would). "SimulatedDynamic" pushes the rigidbodies with a simulated mass value.

+ +
+
+ +

◆ StableGroundLayers

+ +
+
+ + + + +
LayerMask KinematicCharacterController.KinematicCharacterMotor.StableGroundLayers = -1
+
+ +

Which layers can the character be considered stable on

+


+

+ +
+
+ +

◆ StepHandling

+ +
+
+ + + + +
StepHandlingMethod KinematicCharacterController.KinematicCharacterMotor.StepHandling = StepHandlingMethod.Standard
+
+ +

Handles properly detecting grounding status on steps, but has a performance cost.

+ +
+
+

Property Documentation

+ +

◆ AttachedRigidbody

+ +
+
+ + + + + +
+ + + + +
Rigidbody KinematicCharacterController.KinematicCharacterMotor.AttachedRigidbody
+
+get
+
+ +

Represents the Rigidbody to stay attached to

+ +
+
+ +

◆ AttachedRigidbodyVelocity

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.AttachedRigidbodyVelocity
+
+get
+
+ +

The character's velocity resulting from standing on rigidbodies or PhysicsMover

+ +
+
+ +

◆ CharacterForward

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.CharacterForward
+
+get
+
+ +

The character's forward direction (always up-to-date during the character update phase)

+ +
+
+ +

◆ CharacterRight

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.CharacterRight
+
+get
+
+ +

The character's right direction (always up-to-date during the character update phase)

+ +
+
+ +

◆ CharacterTransformToCapsuleBottom

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.CharacterTransformToCapsuleBottom
+
+get
+
+ +

Vector3 from the character transform position to the capsule bottom

+ +
+
+ +

◆ CharacterTransformToCapsuleBottomHemi

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.CharacterTransformToCapsuleBottomHemi
+
+get
+
+ +

Vector3 from the character transform position to the capsule bottom hemi center

+ +
+
+ +

◆ CharacterTransformToCapsuleCenter

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.CharacterTransformToCapsuleCenter
+
+get
+
+ +

Vector3 from the character transform position to the capsule center

+ +
+
+ +

◆ CharacterTransformToCapsuleTop

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.CharacterTransformToCapsuleTop
+
+get
+
+ +

Vector3 from the character transform position to the capsule top

+ +
+
+ +

◆ CharacterTransformToCapsuleTopHemi

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.CharacterTransformToCapsuleTopHemi
+
+get
+
+ +

Vector3 from the character transform position to the capsule top hemi center

+ +
+
+ +

◆ CharacterUp

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.CharacterUp
+
+get
+
+ +

The character's up direction (always up-to-date during the character update phase)

+ +
+
+ +

◆ InitialSimulationPosition

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.InitialSimulationPosition
+
+get
+
+ +

The character's position before the movement calculations began

+ +
+
+ +

◆ InitialSimulationRotation

+ +
+
+ + + + + +
+ + + + +
Quaternion KinematicCharacterController.KinematicCharacterMotor.InitialSimulationRotation
+
+get
+
+ +

The character's rotation before the movement calculations began

+ +
+
+ +

◆ Overlaps

+ +
+
+ + + + + +
+ + + + +
OverlapResult [] KinematicCharacterController.KinematicCharacterMotor.Overlaps
+
+get
+
+ +

The overlaps detected so far during character update

+ +
+
+ +

◆ OverlapsCount

+ +
+
+ + + + + +
+ + + + +
int KinematicCharacterController.KinematicCharacterMotor.OverlapsCount
+
+get
+
+ +

The number of overlaps detected so far during character update (is reset at the beginning of the update)

+ +
+
+ +

◆ Transform

+ +
+
+ + + + + +
+ + + + +
Transform KinematicCharacterController.KinematicCharacterMotor.Transform
+
+get
+
+ +

The Transform of the character motor

+ +
+
+ +

◆ TransientPosition

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.TransientPosition
+
+get
+
+ +

The character's goal position in its movement calculations (always up-to-date during the character update phase)

+ +
+
+ +

◆ TransientRotation

+ +
+
+ + + + + +
+ + + + +
Quaternion KinematicCharacterController.KinematicCharacterMotor.TransientRotation
+
+get
+
+ +

The character's goal rotation in its movement calculations (always up-to-date during the character update phase)

+ +
+
+ +

◆ Velocity

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.KinematicCharacterMotor.Velocity
+
+get
+
+ +

The character's total velocity, including velocity from standing on rigidbodies or PhysicsMover

+ +
+
+
The documentation for this class was generated from the following file: +
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_motor.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_motor.html.meta new file mode 100644 index 00000000..71481e5e --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_motor.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1661de80e6999d94aa3916fb6c7f0cea +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_system-members.html b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_system-members.html new file mode 100644 index 00000000..953eca1b --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_system-members.html @@ -0,0 +1,97 @@ + + + + + + + +Kinematic Character Controller: Member List + + + + + + + + + +
+
+ + + + + + +
+
Kinematic Character Controller +
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
KinematicCharacterController.KinematicCharacterSystem Member List
+
+
+ +

This is the complete list of members for KinematicCharacterController.KinematicCharacterSystem, including all inherited members.

+ + + + + + + + + + + + + + + +
CharacterMotors (defined in KinematicCharacterController.KinematicCharacterSystem)KinematicCharacterController.KinematicCharacterSystemstatic
EnsureCreation()KinematicCharacterController.KinematicCharacterSystemstatic
GetInstance()KinematicCharacterController.KinematicCharacterSystemstatic
PhysicsMovers (defined in KinematicCharacterController.KinematicCharacterSystem)KinematicCharacterController.KinematicCharacterSystemstatic
PostSimulationInterpolationUpdate(float deltaTime)KinematicCharacterController.KinematicCharacterSystemstatic
PreSimulationInterpolationUpdate(float deltaTime)KinematicCharacterController.KinematicCharacterSystemstatic
RegisterCharacterMotor(KinematicCharacterMotor motor)KinematicCharacterController.KinematicCharacterSystemstatic
RegisterPhysicsMover(PhysicsMover mover)KinematicCharacterController.KinematicCharacterSystemstatic
SetCharacterMotorsCapacity(int capacity)KinematicCharacterController.KinematicCharacterSystemstatic
SetPhysicsMoversCapacity(int capacity)KinematicCharacterController.KinematicCharacterSystemstatic
Settings (defined in KinematicCharacterController.KinematicCharacterSystem)KinematicCharacterController.KinematicCharacterSystemstatic
Simulate(float deltaTime, List< KinematicCharacterMotor > motors, List< PhysicsMover > movers)KinematicCharacterController.KinematicCharacterSystemstatic
UnregisterCharacterMotor(KinematicCharacterMotor motor)KinematicCharacterController.KinematicCharacterSystemstatic
UnregisterPhysicsMover(PhysicsMover mover)KinematicCharacterController.KinematicCharacterSystemstatic
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_system-members.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_system-members.html.meta new file mode 100644 index 00000000..43578764 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_system-members.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f5aeb25a78236cd4dad04adfe85ae128 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_system.html b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_system.html new file mode 100644 index 00000000..ad8b128b --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_system.html @@ -0,0 +1,479 @@ + + + + + + + +Kinematic Character Controller: KinematicCharacterController.KinematicCharacterSystem Class Reference + + + + + + + + + +
+
+ + + + + + +
+
Kinematic Character Controller +
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
KinematicCharacterController.KinematicCharacterSystem Class Reference
+
+
+ +

The system that manages the simulation of KinematicCharacterMotor and PhysicsMover + More...

+ +

Inherits MonoBehaviour.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Static Public Member Functions

static void EnsureCreation ()
 Creates a KinematicCharacterSystem instance if there isn't already one More...
 
static KinematicCharacterSystem GetInstance ()
 Gets the KinematicCharacterSystem instance if any More...
 
static void SetCharacterMotorsCapacity (int capacity)
 Sets the maximum capacity of the character motors list, to prevent allocations when adding characters More...
 
static void RegisterCharacterMotor (KinematicCharacterMotor motor)
 Registers a KinematicCharacterMotor into the system More...
 
static void UnregisterCharacterMotor (KinematicCharacterMotor motor)
 Unregisters a KinematicCharacterMotor from the system More...
 
static void SetPhysicsMoversCapacity (int capacity)
 Sets the maximum capacity of the physics movers list, to prevent allocations when adding movers More...
 
static void RegisterPhysicsMover (PhysicsMover mover)
 Registers a PhysicsMover into the system More...
 
static void UnregisterPhysicsMover (PhysicsMover mover)
 Unregisters a PhysicsMover from the system More...
 
static void PreSimulationInterpolationUpdate (float deltaTime)
 Remembers the point to interpolate from for KinematicCharacterMotors and PhysicsMovers More...
 
static void Simulate (float deltaTime, List< KinematicCharacterMotor > motors, List< PhysicsMover > movers)
 Ticks characters and/or movers More...
 
static void PostSimulationInterpolationUpdate (float deltaTime)
 Initiates the interpolation for KinematicCharacterMotors and PhysicsMovers More...
 
+ + + + + + + +

+Static Public Attributes

+static List< KinematicCharacterMotorCharacterMotors = new List<KinematicCharacterMotor>()
 
+static List< PhysicsMoverPhysicsMovers = new List<PhysicsMover>()
 
+static KCCSettings Settings
 
+

Detailed Description

+

The system that manages the simulation of KinematicCharacterMotor and PhysicsMover

+

Member Function Documentation

+ +

◆ EnsureCreation()

+ +
+
+ + + + + +
+ + + + + + + +
static void KinematicCharacterController.KinematicCharacterSystem.EnsureCreation ()
+
+static
+
+ +

Creates a KinematicCharacterSystem instance if there isn't already one

+ +
+
+ +

◆ GetInstance()

+ +
+
+ + + + + +
+ + + + + + + +
static KinematicCharacterSystem KinematicCharacterController.KinematicCharacterSystem.GetInstance ()
+
+static
+
+ +

Gets the KinematicCharacterSystem instance if any

+
Returns
+ +
+
+ +

◆ PostSimulationInterpolationUpdate()

+ +
+
+ + + + + +
+ + + + + + + + +
static void KinematicCharacterController.KinematicCharacterSystem.PostSimulationInterpolationUpdate (float deltaTime)
+
+static
+
+ +

Initiates the interpolation for KinematicCharacterMotors and PhysicsMovers

+ +
+
+ +

◆ PreSimulationInterpolationUpdate()

+ +
+
+ + + + + +
+ + + + + + + + +
static void KinematicCharacterController.KinematicCharacterSystem.PreSimulationInterpolationUpdate (float deltaTime)
+
+static
+
+ +

Remembers the point to interpolate from for KinematicCharacterMotors and PhysicsMovers

+ +
+
+ +

◆ RegisterCharacterMotor()

+ +
+
+ + + + + +
+ + + + + + + + +
static void KinematicCharacterController.KinematicCharacterSystem.RegisterCharacterMotor (KinematicCharacterMotor motor)
+
+static
+
+ +

Registers a KinematicCharacterMotor into the system

+ +
+
+ +

◆ RegisterPhysicsMover()

+ +
+
+ + + + + +
+ + + + + + + + +
static void KinematicCharacterController.KinematicCharacterSystem.RegisterPhysicsMover (PhysicsMover mover)
+
+static
+
+ +

Registers a PhysicsMover into the system

+ +
+
+ +

◆ SetCharacterMotorsCapacity()

+ +
+
+ + + + + +
+ + + + + + + + +
static void KinematicCharacterController.KinematicCharacterSystem.SetCharacterMotorsCapacity (int capacity)
+
+static
+
+ +

Sets the maximum capacity of the character motors list, to prevent allocations when adding characters

+
Parameters
+ + +
capacity
+
+
+ +
+
+ +

◆ SetPhysicsMoversCapacity()

+ +
+
+ + + + + +
+ + + + + + + + +
static void KinematicCharacterController.KinematicCharacterSystem.SetPhysicsMoversCapacity (int capacity)
+
+static
+
+ +

Sets the maximum capacity of the physics movers list, to prevent allocations when adding movers

+
Parameters
+ + +
capacity
+
+
+ +
+
+ +

◆ Simulate()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
static void KinematicCharacterController.KinematicCharacterSystem.Simulate (float deltaTime,
List< KinematicCharacterMotormotors,
List< PhysicsMovermovers 
)
+
+static
+
+ +

Ticks characters and/or movers

+ +
+
+ +

◆ UnregisterCharacterMotor()

+ +
+
+ + + + + +
+ + + + + + + + +
static void KinematicCharacterController.KinematicCharacterSystem.UnregisterCharacterMotor (KinematicCharacterMotor motor)
+
+static
+
+ +

Unregisters a KinematicCharacterMotor from the system

+ +
+
+ +

◆ UnregisterPhysicsMover()

+ +
+
+ + + + + +
+ + + + + + + + +
static void KinematicCharacterController.KinematicCharacterSystem.UnregisterPhysicsMover (PhysicsMover mover)
+
+static
+
+ +

Unregisters a PhysicsMover from the system

+ +
+
+
The documentation for this class was generated from the following file: +
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_system.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_system.html.meta new file mode 100644 index 00000000..ecac44c4 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_kinematic_character_system.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 108755ad05b278a498902c7f6ab9bc5a +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_physics_mover-members.html b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_physics_mover-members.html new file mode 100644 index 00000000..3854463b --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_physics_mover-members.html @@ -0,0 +1,105 @@ + + + + + + + +Kinematic Character Controller: Member List + + + + + + + + + +
+
+ + + + + + +
+
Kinematic Character Controller +
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
KinematicCharacterController.PhysicsMover Member List
+
+
+ +

This is the complete list of members for KinematicCharacterController.PhysicsMover, including all inherited members.

+ + + + + + + + + + + + + + + + + + + + + + + +
ApplyState(PhysicsMoverState state)KinematicCharacterController.PhysicsMover
GetState()KinematicCharacterController.PhysicsMover
IndexInCharacterSystemKinematicCharacterController.PhysicsMover
InitialSimulationPositionKinematicCharacterController.PhysicsMover
InitialSimulationRotationKinematicCharacterController.PhysicsMover
InitialTickPositionKinematicCharacterController.PhysicsMover
InitialTickRotationKinematicCharacterController.PhysicsMover
LatestInterpolationPositionKinematicCharacterController.PhysicsMover
LatestInterpolationRotationKinematicCharacterController.PhysicsMover
MoverControllerKinematicCharacterController.PhysicsMover
MoveWithPhysicsKinematicCharacterController.PhysicsMover
PositionDeltaFromInterpolationKinematicCharacterController.PhysicsMover
RigidbodyKinematicCharacterController.PhysicsMover
RotationDeltaFromInterpolationKinematicCharacterController.PhysicsMover
SetPosition(Vector3 position)KinematicCharacterController.PhysicsMover
SetPositionAndRotation(Vector3 position, Quaternion rotation)KinematicCharacterController.PhysicsMover
SetRotation(Quaternion rotation)KinematicCharacterController.PhysicsMover
TransformKinematicCharacterController.PhysicsMover
TransientPositionKinematicCharacterController.PhysicsMover
TransientRotationKinematicCharacterController.PhysicsMover
ValidateData()KinematicCharacterController.PhysicsMover
VelocityUpdate(float deltaTime)KinematicCharacterController.PhysicsMover
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_physics_mover-members.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_physics_mover-members.html.meta new file mode 100644 index 00000000..90e3e1e3 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_physics_mover-members.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a0ca0a4261f0a254d8c8cd3eeabdd857 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_physics_mover.html b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_physics_mover.html new file mode 100644 index 00000000..97ad26d5 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_physics_mover.html @@ -0,0 +1,626 @@ + + + + + + + +Kinematic Character Controller: KinematicCharacterController.PhysicsMover Class Reference + + + + + + + + + +
+
+ + + + + + +
+
Kinematic Character Controller +
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
KinematicCharacterController.PhysicsMover Class Reference
+
+
+ +

Component that manages the movement of moving kinematic rigidbodies for proper interaction with characters + More...

+ +

Inherits MonoBehaviour.

+ + + + + + + + + + + + + + + + + + + + + + + +

+Public Member Functions

void ValidateData ()
 Handle validating all required values More...
 
void SetPosition (Vector3 position)
 Sets the mover's position directly More...
 
void SetRotation (Quaternion rotation)
 Sets the mover's rotation directly More...
 
void SetPositionAndRotation (Vector3 position, Quaternion rotation)
 Sets the mover's position and rotation directly More...
 
PhysicsMoverState GetState ()
 Returns all the state information of the mover that is pertinent for simulation More...
 
void ApplyState (PhysicsMoverState state)
 Applies a mover state instantly More...
 
void VelocityUpdate (float deltaTime)
 Caches velocity values based on deltatime and target position/rotations More...
 
+ + + + + + + + + + + + + + + + + + + + + + +

+Public Attributes

Rigidbody Rigidbody
 The mover's Rigidbody More...
 
bool MoveWithPhysics = true
 Determines if the platform moves with rigidbody.MovePosition (when true), or with rigidbody.position (when false) More...
 
IMoverController MoverController
 Index of this motor in KinematicCharacterSystem arrays More...
 
Vector3 LatestInterpolationPosition
 Remembers latest position in interpolation More...
 
Quaternion LatestInterpolationRotation
 Remembers latest rotation in interpolation More...
 
Vector3 PositionDeltaFromInterpolation
 The latest movement made by interpolation More...
 
Quaternion RotationDeltaFromInterpolation
 The latest rotation made by interpolation More...
 
+ + + + + + + + + + + + + + + + + + + + + + + + + +

+Properties

int IndexInCharacterSystem [get, set]
 Index of this motor in KinematicCharacterSystem arrays More...
 
Vector3 InitialTickPosition [get, set]
 Remembers initial position before all simulation are done More...
 
Quaternion InitialTickRotation [get, set]
 Remembers initial rotation before all simulation are done More...
 
Transform Transform [get]
 The mover's Transform More...
 
Vector3 InitialSimulationPosition [get]
 The character's position before the movement calculations began More...
 
Quaternion InitialSimulationRotation [get]
 The character's rotation before the movement calculations began More...
 
Vector3 TransientPosition [get]
 The mover's rotation (always up-to-date during the character update phase) More...
 
Quaternion TransientRotation [get]
 The mover's rotation (always up-to-date during the character update phase) More...
 
+

Detailed Description

+

Component that manages the movement of moving kinematic rigidbodies for proper interaction with characters

+

Member Function Documentation

+ +

◆ ApplyState()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.PhysicsMover.ApplyState (PhysicsMoverState state)
+
+ +

Applies a mover state instantly

+ +
+
+ +

◆ GetState()

+ +
+
+ + + + + + + +
PhysicsMoverState KinematicCharacterController.PhysicsMover.GetState ()
+
+ +

Returns all the state information of the mover that is pertinent for simulation

+ +
+
+ +

◆ SetPosition()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.PhysicsMover.SetPosition (Vector3 position)
+
+ +

Sets the mover's position directly

+ +
+
+ +

◆ SetPositionAndRotation()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void KinematicCharacterController.PhysicsMover.SetPositionAndRotation (Vector3 position,
Quaternion rotation 
)
+
+ +

Sets the mover's position and rotation directly

+ +
+
+ +

◆ SetRotation()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.PhysicsMover.SetRotation (Quaternion rotation)
+
+ +

Sets the mover's rotation directly

+ +
+
+ +

◆ ValidateData()

+ +
+
+ + + + + + + +
void KinematicCharacterController.PhysicsMover.ValidateData ()
+
+ +

Handle validating all required values

+ +
+
+ +

◆ VelocityUpdate()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.PhysicsMover.VelocityUpdate (float deltaTime)
+
+ +

Caches velocity values based on deltatime and target position/rotations

+ +
+
+

Member Data Documentation

+ +

◆ LatestInterpolationPosition

+ +
+
+ + + + +
Vector3 KinematicCharacterController.PhysicsMover.LatestInterpolationPosition
+
+ +

Remembers latest position in interpolation

+ +
+
+ +

◆ LatestInterpolationRotation

+ +
+
+ + + + +
Quaternion KinematicCharacterController.PhysicsMover.LatestInterpolationRotation
+
+ +

Remembers latest rotation in interpolation

+ +
+
+ +

◆ MoverController

+ +
+
+ + + + +
IMoverController KinematicCharacterController.PhysicsMover.MoverController
+
+ +

Index of this motor in KinematicCharacterSystem arrays

+ +
+
+ +

◆ MoveWithPhysics

+ +
+
+ + + + +
bool KinematicCharacterController.PhysicsMover.MoveWithPhysics = true
+
+ +

Determines if the platform moves with rigidbody.MovePosition (when true), or with rigidbody.position (when false)

+ +
+
+ +

◆ PositionDeltaFromInterpolation

+ +
+
+ + + + +
Vector3 KinematicCharacterController.PhysicsMover.PositionDeltaFromInterpolation
+
+ +

The latest movement made by interpolation

+ +
+
+ +

◆ Rigidbody

+ +
+
+ + + + +
Rigidbody KinematicCharacterController.PhysicsMover.Rigidbody
+
+ +

The mover's Rigidbody

+ +
+
+ +

◆ RotationDeltaFromInterpolation

+ +
+
+ + + + +
Quaternion KinematicCharacterController.PhysicsMover.RotationDeltaFromInterpolation
+
+ +

The latest rotation made by interpolation

+ +
+
+

Property Documentation

+ +

◆ IndexInCharacterSystem

+ +
+
+ + + + + +
+ + + + +
int KinematicCharacterController.PhysicsMover.IndexInCharacterSystem
+
+getset
+
+ +

Index of this motor in KinematicCharacterSystem arrays

+ +
+
+ +

◆ InitialSimulationPosition

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.PhysicsMover.InitialSimulationPosition
+
+get
+
+ +

The character's position before the movement calculations began

+ +
+
+ +

◆ InitialSimulationRotation

+ +
+
+ + + + + +
+ + + + +
Quaternion KinematicCharacterController.PhysicsMover.InitialSimulationRotation
+
+get
+
+ +

The character's rotation before the movement calculations began

+ +
+
+ +

◆ InitialTickPosition

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.PhysicsMover.InitialTickPosition
+
+getset
+
+ +

Remembers initial position before all simulation are done

+ +
+
+ +

◆ InitialTickRotation

+ +
+
+ + + + + +
+ + + + +
Quaternion KinematicCharacterController.PhysicsMover.InitialTickRotation
+
+getset
+
+ +

Remembers initial rotation before all simulation are done

+ +
+
+ +

◆ Transform

+ +
+
+ + + + + +
+ + + + +
Transform KinematicCharacterController.PhysicsMover.Transform
+
+get
+
+ +

The mover's Transform

+ +
+
+ +

◆ TransientPosition

+ +
+
+ + + + + +
+ + + + +
Vector3 KinematicCharacterController.PhysicsMover.TransientPosition
+
+get
+
+ +

The mover's rotation (always up-to-date during the character update phase)

+ +
+
+ +

◆ TransientRotation

+ +
+
+ + + + + +
+ + + + +
Quaternion KinematicCharacterController.PhysicsMover.TransientRotation
+
+get
+
+ +

The mover's rotation (always up-to-date during the character update phase)

+ +
+
+
The documentation for this class was generated from the following file: +
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_physics_mover.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_physics_mover.html.meta new file mode 100644 index 00000000..5456d809 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_physics_mover.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5ac61abc5ee72ac459491a7d7fc0cd05 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_read_only_attribute.html b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_read_only_attribute.html new file mode 100644 index 00000000..d8273e7b --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_read_only_attribute.html @@ -0,0 +1,85 @@ + + + + + + + +Kinematic Character Controller: KinematicCharacterController.ReadOnlyAttribute Class Reference + + + + + + + + + +
+
+ + + + + + +
+
Kinematic Character Controller +
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
KinematicCharacterController.ReadOnlyAttribute Class Reference
+
+
+ +

Inherits PropertyAttribute.

+
The documentation for this class was generated from the following file: +
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_read_only_attribute.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_read_only_attribute.html.meta new file mode 100644 index 00000000..b40b00c7 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/class_kinematic_character_controller_1_1_read_only_attribute.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1c24695ab26f1e94586251eed5d48017 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/classes.html b/Assets/Third/KinematicCharacterController/APIReference/html/classes.html new file mode 100644 index 00000000..bea8459a --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/classes.html @@ -0,0 +1,116 @@ + + + + + + + +Kinematic Character Controller: Class Index + + + + + + + + + +
+
+ + + + + + +
+
Kinematic Character Controller +
+
+
+ + + + + + + +
+ +
+
+ + +
+ +
+ +
+
+
Class Index
+
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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
  c  
+
  i  
+
KinematicCharacterMotor (KinematicCharacterController)   
  p  
+
RigidbodyProjectionHit (KinematicCharacterController)   
KinematicCharacterMotorState (KinematicCharacterController)   
CharacterGroundingReport (KinematicCharacterController)   ICharacterController (KinematicCharacterController)   KinematicCharacterSystem (KinematicCharacterController)   PhysicsMover (KinematicCharacterController)   
CharacterTransientGroundingReport (KinematicCharacterController)   IMoverController (KinematicCharacterController)   
  o  
+
PhysicsMoverState (KinematicCharacterController)   
  h  
+
  k  
+
  r  
+
OverlapResult (KinematicCharacterController)   
HitStabilityReport (KinematicCharacterController)   KCCSettings (KinematicCharacterController)   ReadOnlyAttribute (KinematicCharacterController)   
+
c | h | i | k | o | p | r
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Kinematic Character Controller +
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+ + + + + + + + +
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Core Directory Reference
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+ + + + + + +
+
Kinematic Character Controller +
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+
+ + + + + + + + +
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+ + +
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KinematicCharacterController Directory Reference
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+
+ + +

+Directories

+
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/dir_1dbfafb2e2ce2523bcbf29d1a187400e.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/dir_1dbfafb2e2ce2523bcbf29d1a187400e.html.meta new file mode 100644 index 00000000..f259ab76 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/dir_1dbfafb2e2ce2523bcbf29d1a187400e.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0db963778a4ca434f9c03da189fc1a33 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/dir_84bbf7b3c7f28a5a18725745e1505219.html b/Assets/Third/KinematicCharacterController/APIReference/html/dir_84bbf7b3c7f28a5a18725745e1505219.html new file mode 100644 index 00000000..68898629 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/dir_84bbf7b3c7f28a5a18725745e1505219.html @@ -0,0 +1,80 @@ + + + + + + + +Kinematic Character Controller: C:/Projects_Main/kcc/Assets Directory Reference + + + + + + + + + +
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Kinematic Character Controller +
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Assets Directory Reference
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background-color, box-shadow; + -o-transition-duration: 0.5s; + transition-property: background-color, box-shadow; + transition-duration: 0.5s; +} + +.memberdecls td.glow, .fieldtable tr.glow { + background-color: cyan; + box-shadow: 0 0 15px cyan; +} + +.mdescLeft, .mdescRight, +.memItemLeft, .memItemRight, +.memTemplItemLeft, .memTemplItemRight, .memTemplParams { + background-color: #F9FAFC; + border: none; + margin: 4px; + padding: 1px 0 0 8px; +} + +.mdescLeft, .mdescRight { + padding: 0px 8px 4px 8px; + color: #555; +} + +.memSeparator { + border-bottom: 1px solid #DEE4F0; + line-height: 1px; + margin: 0px; + padding: 0px; +} + +.memItemLeft, .memTemplItemLeft { + white-space: nowrap; +} + +.memItemRight { + width: 100%; +} + +.memTemplParams { + color: #4665A2; + white-space: nowrap; + font-size: 80%; +} + +/* @end */ + +/* @group Member Details */ + +/* Styles for detailed member documentation */ + +.memtitle { + padding: 8px; + border-top: 1px solid #A8B8D9; + border-left: 1px solid #A8B8D9; + border-right: 1px solid #A8B8D9; + border-top-right-radius: 4px; + border-top-left-radius: 4px; + margin-bottom: -1px; + background-image: url('nav_f.png'); + background-repeat: repeat-x; + background-color: #E2E8F2; + line-height: 1.25; + font-weight: 300; + float:left; +} + +.permalink +{ + font-size: 65%; + display: inline-block; + vertical-align: middle; +} + +.memtemplate { + font-size: 80%; + color: #4665A2; + font-weight: normal; + margin-left: 9px; +} + +.memnav { + background-color: #EBEFF6; + border: 1px solid #A3B4D7; + text-align: center; + margin: 2px; + margin-right: 15px; + padding: 2px; +} + +.mempage { + width: 100%; +} + +.memitem { + padding: 0; + margin-bottom: 10px; + margin-right: 5px; + -webkit-transition: box-shadow 0.5s linear; + -moz-transition: box-shadow 0.5s linear; + -ms-transition: box-shadow 0.5s linear; + -o-transition: box-shadow 0.5s linear; + transition: box-shadow 0.5s linear; + display: table !important; + width: 100%; +} + +.memitem.glow { + box-shadow: 0 0 15px cyan; +} + +.memname { + font-weight: 400; + margin-left: 6px; +} + +.memname td { + vertical-align: bottom; +} + +.memproto, dl.reflist dt { + border-top: 1px solid #A8B8D9; + border-left: 1px solid #A8B8D9; + border-right: 1px solid #A8B8D9; + padding: 6px 0px 6px 0px; + color: #253555; + font-weight: bold; + text-shadow: 0px 1px 1px rgba(255, 255, 255, 0.9); + background-color: #DFE5F1; + /* opera specific markup */ + box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); + border-top-right-radius: 4px; + /* firefox specific markup */ + -moz-box-shadow: rgba(0, 0, 0, 0.15) 5px 5px 5px; + -moz-border-radius-topright: 4px; + /* webkit specific markup */ + -webkit-box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); + -webkit-border-top-right-radius: 4px; + +} + +.overload { + font-family: "courier new",courier,monospace; + font-size: 65%; +} + +.memdoc, dl.reflist dd { + border-bottom: 1px solid #A8B8D9; + border-left: 1px solid #A8B8D9; + border-right: 1px solid #A8B8D9; + padding: 6px 10px 2px 10px; + background-color: #FBFCFD; + border-top-width: 0; + background-image:url('nav_g.png'); + background-repeat:repeat-x; + background-color: #FFFFFF; + /* opera specific markup */ + border-bottom-left-radius: 4px; + border-bottom-right-radius: 4px; + box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); + /* firefox specific markup */ + -moz-border-radius-bottomleft: 4px; + -moz-border-radius-bottomright: 4px; + -moz-box-shadow: rgba(0, 0, 0, 0.15) 5px 5px 5px; + /* webkit specific markup */ + -webkit-border-bottom-left-radius: 4px; + -webkit-border-bottom-right-radius: 4px; + -webkit-box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); +} + +dl.reflist dt { + padding: 5px; +} + +dl.reflist dd { + margin: 0px 0px 10px 0px; + padding: 5px; +} + +.paramkey { + text-align: right; +} + +.paramtype { + white-space: nowrap; +} + +.paramname { + color: #602020; + white-space: nowrap; +} +.paramname em { + font-style: normal; +} +.paramname code { + line-height: 14px; +} + +.params, .retval, .exception, .tparams { + margin-left: 0px; + padding-left: 0px; +} + +.params .paramname, .retval .paramname, .tparams .paramname, .exception .paramname { + font-weight: bold; + vertical-align: top; +} + +.params .paramtype, .tparams .paramtype { + font-style: italic; + vertical-align: top; +} + +.params .paramdir, .tparams .paramdir { + font-family: "courier new",courier,monospace; + vertical-align: top; +} + +table.mlabels { + border-spacing: 0px; +} + +td.mlabels-left { + width: 100%; + padding: 0px; +} + +td.mlabels-right { + vertical-align: bottom; + padding: 0px; + white-space: nowrap; +} + +span.mlabels { + margin-left: 8px; +} + +span.mlabel { + background-color: #728DC1; + border-top:1px solid #5373B4; + border-left:1px solid #5373B4; + border-right:1px solid #C4CFE5; + border-bottom:1px solid #C4CFE5; + text-shadow: none; + color: white; + margin-right: 4px; + padding: 2px 3px; + border-radius: 3px; + font-size: 7pt; + white-space: nowrap; + vertical-align: middle; +} + + + +/* @end */ + +/* these are for tree view inside a (index) page */ + +div.directory { + margin: 10px 0px; + border-top: 1px solid #9CAFD4; + border-bottom: 1px solid #9CAFD4; + width: 100%; +} + +.directory table { + border-collapse:collapse; +} + +.directory td { + margin: 0px; + padding: 0px; + vertical-align: top; +} + +.directory td.entry { + white-space: nowrap; + padding-right: 6px; + padding-top: 3px; +} + +.directory td.entry a { + outline:none; +} + +.directory td.entry a img { + border: none; +} + +.directory td.desc { + width: 100%; + padding-left: 6px; + padding-right: 6px; + padding-top: 3px; + border-left: 1px solid rgba(0,0,0,0.05); +} + +.directory tr.even { + padding-left: 6px; + background-color: #F7F8FB; +} + +.directory img { + vertical-align: -30%; +} + +.directory .levels { + white-space: nowrap; + width: 100%; + text-align: right; + font-size: 9pt; +} + +.directory .levels span { + cursor: pointer; + padding-left: 2px; + padding-right: 2px; + color: #3D578C; +} + +.arrow { + color: #9CAFD4; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; + cursor: pointer; + font-size: 80%; + display: inline-block; + width: 16px; + height: 22px; +} + +.icon { + font-family: Arial, Helvetica; + font-weight: bold; + font-size: 12px; + height: 14px; + width: 16px; + display: inline-block; + background-color: #728DC1; + color: white; + text-align: center; + border-radius: 4px; + margin-left: 2px; + margin-right: 2px; +} + +.icona { + width: 24px; + height: 22px; + display: inline-block; +} + +.iconfopen { + width: 24px; + height: 18px; + margin-bottom: 4px; + background-image:url('folderopen.png'); + background-position: 0px -4px; + background-repeat: repeat-y; + vertical-align:top; + display: inline-block; +} + +.iconfclosed { + width: 24px; + height: 18px; + margin-bottom: 4px; + background-image:url('folderclosed.png'); + background-position: 0px -4px; + background-repeat: repeat-y; + vertical-align:top; + display: inline-block; +} + +.icondoc { + width: 24px; + height: 18px; + margin-bottom: 4px; + background-image:url('doc.png'); + background-position: 0px -4px; + background-repeat: repeat-y; + vertical-align:top; + display: inline-block; +} + +table.directory { + font: 400 14px Roboto,sans-serif; +} + +/* @end */ + +div.dynheader { + margin-top: 8px; + -webkit-touch-callout: none; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; +} + +address { + font-style: normal; + color: #2A3D61; +} + +table.doxtable caption { + caption-side: top; +} + +table.doxtable { + border-collapse:collapse; + margin-top: 4px; + margin-bottom: 4px; +} + +table.doxtable td, table.doxtable th { + border: 1px solid #2D4068; + padding: 3px 7px 2px; +} + +table.doxtable th { + background-color: #374F7F; + color: #FFFFFF; + font-size: 110%; + padding-bottom: 4px; + padding-top: 5px; +} + +table.fieldtable { + /*width: 100%;*/ + margin-bottom: 10px; + border: 1px solid #A8B8D9; + border-spacing: 0px; + -moz-border-radius: 4px; + -webkit-border-radius: 4px; + border-radius: 4px; + -moz-box-shadow: rgba(0, 0, 0, 0.15) 2px 2px 2px; + -webkit-box-shadow: 2px 2px 2px rgba(0, 0, 0, 0.15); + box-shadow: 2px 2px 2px rgba(0, 0, 0, 0.15); +} + +.fieldtable td, .fieldtable th { + padding: 3px 7px 2px; +} + +.fieldtable td.fieldtype, .fieldtable td.fieldname { + white-space: nowrap; + border-right: 1px solid #A8B8D9; + border-bottom: 1px solid #A8B8D9; + vertical-align: top; +} + +.fieldtable td.fieldname { + padding-top: 3px; +} + +.fieldtable td.fielddoc { + border-bottom: 1px solid #A8B8D9; + /*width: 100%;*/ +} + +.fieldtable td.fielddoc p:first-child { + margin-top: 0px; +} + +.fieldtable td.fielddoc p:last-child { + margin-bottom: 2px; +} + +.fieldtable tr:last-child td { + border-bottom: none; +} + +.fieldtable th { + background-image:url('nav_f.png'); + background-repeat:repeat-x; + background-color: #E2E8F2; + font-size: 90%; + color: #253555; + padding-bottom: 4px; + padding-top: 5px; + text-align:left; + font-weight: 400; + -moz-border-radius-topleft: 4px; + -moz-border-radius-topright: 4px; + -webkit-border-top-left-radius: 4px; + -webkit-border-top-right-radius: 4px; + border-top-left-radius: 4px; + border-top-right-radius: 4px; + border-bottom: 1px solid #A8B8D9; +} + + +.tabsearch { + top: 0px; + left: 10px; + height: 36px; + background-image: url('tab_b.png'); + z-index: 101; + overflow: hidden; + font-size: 13px; +} + +.navpath ul +{ + font-size: 11px; + background-image:url('tab_b.png'); + background-repeat:repeat-x; + background-position: 0 -5px; + height:30px; + line-height:30px; + color:#8AA0CC; + border:solid 1px #C2CDE4; + overflow:hidden; + margin:0px; + padding:0px; +} + +.navpath li +{ + list-style-type:none; + float:left; + padding-left:10px; + padding-right:15px; + background-image:url('bc_s.png'); + background-repeat:no-repeat; + background-position:right; + color:#364D7C; +} + +.navpath li.navelem a +{ + height:32px; + display:block; + text-decoration: none; + outline: none; + color: #283A5D; + font-family: 'Lucida Grande',Geneva,Helvetica,Arial,sans-serif; + text-shadow: 0px 1px 1px rgba(255, 255, 255, 0.9); + text-decoration: none; +} + +.navpath li.navelem a:hover +{ + color:#6884BD; +} + +.navpath li.footer +{ + list-style-type:none; + float:right; + padding-left:10px; + padding-right:15px; + background-image:none; + background-repeat:no-repeat; + background-position:right; + color:#364D7C; + font-size: 8pt; +} + + +div.summary +{ + float: right; + font-size: 8pt; + padding-right: 5px; + width: 50%; + text-align: right; +} + +div.summary a +{ + white-space: nowrap; +} + +table.classindex +{ + margin: 10px; + white-space: nowrap; + margin-left: 3%; + margin-right: 3%; + width: 94%; + border: 0; + border-spacing: 0; + padding: 0; +} + +div.ingroups +{ + font-size: 8pt; + width: 50%; + text-align: left; +} + +div.ingroups a +{ + white-space: nowrap; +} + +div.header +{ + background-image:url('nav_h.png'); + background-repeat:repeat-x; + background-color: #F9FAFC; + margin: 0px; + border-bottom: 1px solid #C4CFE5; +} + +div.headertitle +{ + padding: 5px 5px 5px 10px; +} + +.PageDocRTL-title div.headertitle { + text-align: right; + direction: rtl; +} + +dl { + padding: 0 0 0 0; +} + +/* dl.note, dl.warning, dl.attention, dl.pre, dl.post, dl.invariant, dl.deprecated, dl.todo, dl.test, dl.bug, dl.examples */ +dl.section { + margin-left: 0px; + padding-left: 0px; +} + +dl.section.DocNodeRTL { + margin-right: 0px; + padding-right: 0px; +} + +dl.note { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #D0C000; +} + +dl.note.DocNodeRTL { + margin-left: 0; + padding-left: 0; + border-left: 0; + margin-right: -7px; + padding-right: 3px; + border-right: 4px solid; + border-color: #D0C000; +} + +dl.warning, dl.attention { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #FF0000; +} + +dl.warning.DocNodeRTL, dl.attention.DocNodeRTL { + margin-left: 0; + padding-left: 0; + border-left: 0; + margin-right: -7px; + padding-right: 3px; + border-right: 4px solid; + border-color: #FF0000; +} + +dl.pre, dl.post, dl.invariant { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #00D000; +} + +dl.pre.DocNodeRTL, dl.post.DocNodeRTL, dl.invariant.DocNodeRTL { + margin-left: 0; + padding-left: 0; + border-left: 0; + margin-right: -7px; + padding-right: 3px; + border-right: 4px solid; + border-color: #00D000; +} + +dl.deprecated { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #505050; +} + +dl.deprecated.DocNodeRTL { + margin-left: 0; + padding-left: 0; + border-left: 0; + margin-right: -7px; + padding-right: 3px; + border-right: 4px solid; + border-color: #505050; +} + +dl.todo { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #00C0E0; +} + +dl.todo.DocNodeRTL { + margin-left: 0; + padding-left: 0; + border-left: 0; + margin-right: -7px; + padding-right: 3px; + border-right: 4px solid; + border-color: #00C0E0; +} + +dl.test { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #3030E0; +} + +dl.test.DocNodeRTL { + margin-left: 0; + padding-left: 0; + border-left: 0; + margin-right: -7px; + padding-right: 3px; + border-right: 4px solid; + border-color: #3030E0; +} + +dl.bug { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #C08050; +} + +dl.bug.DocNodeRTL { + margin-left: 0; + padding-left: 0; + border-left: 0; + margin-right: -7px; + padding-right: 3px; + border-right: 4px solid; + border-color: #C08050; +} + +dl.section dd { + margin-bottom: 6px; +} + + +#projectlogo +{ + text-align: center; + vertical-align: bottom; + border-collapse: separate; +} + +#projectlogo img +{ + border: 0px none; +} + +#projectalign +{ + vertical-align: middle; +} + +#projectname +{ + font: 300% Tahoma, Arial,sans-serif; + margin: 0px; + padding: 2px 0px; +} + +#projectbrief +{ + font: 120% Tahoma, Arial,sans-serif; + margin: 0px; + padding: 0px; +} + +#projectnumber +{ + font: 50% Tahoma, Arial,sans-serif; + margin: 0px; + padding: 0px; +} + +#titlearea +{ + padding: 0px; + margin: 0px; + width: 100%; + border-bottom: 1px solid #5373B4; +} + +.image +{ + text-align: center; +} + +.dotgraph +{ + text-align: center; +} + +.mscgraph +{ + text-align: center; +} + +.plantumlgraph +{ + text-align: center; +} + +.diagraph +{ + text-align: center; +} + +.caption +{ + font-weight: bold; +} + +div.zoom +{ + border: 1px solid #90A5CE; +} + +dl.citelist { + margin-bottom:50px; +} + +dl.citelist dt { + color:#334975; + float:left; + font-weight:bold; + margin-right:10px; + padding:5px; +} + +dl.citelist dd { + margin:2px 0; + padding:5px 0; +} + +div.toc { + padding: 14px 25px; + background-color: #F4F6FA; + border: 1px solid #D8DFEE; + border-radius: 7px 7px 7px 7px; + float: right; + height: auto; + margin: 0 8px 10px 10px; + width: 200px; +} + +.PageDocRTL-title div.toc { + float: left !important; + text-align: right; +} + +div.toc li { + background: url("bdwn.png") no-repeat scroll 0 5px transparent; + font: 10px/1.2 Verdana,DejaVu Sans,Geneva,sans-serif; + margin-top: 5px; + padding-left: 10px; + padding-top: 2px; +} + +.PageDocRTL-title div.toc li { + background-position-x: right !important; + padding-left: 0 !important; + padding-right: 10px; +} + +div.toc h3 { + font: bold 12px/1.2 Arial,FreeSans,sans-serif; + color: #4665A2; + border-bottom: 0 none; + margin: 0; +} + +div.toc ul { + list-style: none outside none; + border: medium none; + padding: 0px; +} + +div.toc li.level1 { + margin-left: 0px; +} + +div.toc li.level2 { + margin-left: 15px; +} + +div.toc li.level3 { + margin-left: 30px; +} + +div.toc li.level4 { + margin-left: 45px; +} + +.PageDocRTL-title div.toc li.level1 { + margin-left: 0 !important; + margin-right: 0; +} + +.PageDocRTL-title div.toc li.level2 { + margin-left: 0 !important; + margin-right: 15px; +} + +.PageDocRTL-title div.toc li.level3 { + margin-left: 0 !important; + margin-right: 30px; +} + +.PageDocRTL-title div.toc li.level4 { + margin-left: 0 !important; + margin-right: 45px; +} + +.inherit_header { + font-weight: bold; + color: gray; + cursor: pointer; + -webkit-touch-callout: none; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; +} + +.inherit_header td { + padding: 6px 0px 2px 5px; +} + +.inherit { + display: none; +} + +tr.heading h2 { + margin-top: 12px; + margin-bottom: 4px; +} + +/* tooltip related style info */ + +.ttc { + position: absolute; + display: none; +} + +#powerTip { + cursor: default; + white-space: nowrap; + background-color: white; + border: 1px solid gray; + border-radius: 4px 4px 4px 4px; + box-shadow: 1px 1px 7px gray; + display: none; + font-size: smaller; + max-width: 80%; + opacity: 0.9; + padding: 1ex 1em 1em; + position: absolute; + z-index: 2147483647; +} + +#powerTip div.ttdoc { + color: grey; + font-style: italic; +} + +#powerTip div.ttname a { + font-weight: bold; +} + +#powerTip div.ttname { + font-weight: bold; +} + +#powerTip div.ttdeci { + color: #006318; +} + +#powerTip div { + margin: 0px; + padding: 0px; + font: 12px/16px Roboto,sans-serif; +} + +#powerTip:before, #powerTip:after { + content: ""; + position: absolute; + margin: 0px; +} + +#powerTip.n:after, #powerTip.n:before, +#powerTip.s:after, #powerTip.s:before, +#powerTip.w:after, #powerTip.w:before, +#powerTip.e:after, #powerTip.e:before, +#powerTip.ne:after, #powerTip.ne:before, +#powerTip.se:after, #powerTip.se:before, +#powerTip.nw:after, #powerTip.nw:before, +#powerTip.sw:after, #powerTip.sw:before { + border: solid transparent; + content: " "; + height: 0; + width: 0; + position: absolute; +} + +#powerTip.n:after, #powerTip.s:after, +#powerTip.w:after, #powerTip.e:after, +#powerTip.nw:after, #powerTip.ne:after, +#powerTip.sw:after, #powerTip.se:after { + border-color: rgba(255, 255, 255, 0); +} + +#powerTip.n:before, #powerTip.s:before, +#powerTip.w:before, #powerTip.e:before, +#powerTip.nw:before, #powerTip.ne:before, +#powerTip.sw:before, #powerTip.se:before { + border-color: rgba(128, 128, 128, 0); +} + +#powerTip.n:after, #powerTip.n:before, +#powerTip.ne:after, #powerTip.ne:before, +#powerTip.nw:after, #powerTip.nw:before { + top: 100%; +} + +#powerTip.n:after, #powerTip.ne:after, #powerTip.nw:after { + border-top-color: #FFFFFF; + border-width: 10px; + margin: 0px -10px; +} +#powerTip.n:before { + border-top-color: #808080; + border-width: 11px; + margin: 0px -11px; +} +#powerTip.n:after, #powerTip.n:before { + left: 50%; +} + +#powerTip.nw:after, #powerTip.nw:before { + right: 14px; +} + +#powerTip.ne:after, #powerTip.ne:before { + left: 14px; +} + +#powerTip.s:after, #powerTip.s:before, +#powerTip.se:after, #powerTip.se:before, +#powerTip.sw:after, #powerTip.sw:before { + bottom: 100%; +} + +#powerTip.s:after, #powerTip.se:after, #powerTip.sw:after { + border-bottom-color: #FFFFFF; + border-width: 10px; + margin: 0px -10px; +} + +#powerTip.s:before, #powerTip.se:before, #powerTip.sw:before { + border-bottom-color: #808080; + border-width: 11px; + margin: 0px -11px; +} + +#powerTip.s:after, #powerTip.s:before { + left: 50%; +} + +#powerTip.sw:after, #powerTip.sw:before { + right: 14px; +} + +#powerTip.se:after, #powerTip.se:before { + left: 14px; +} + +#powerTip.e:after, #powerTip.e:before { + left: 100%; +} +#powerTip.e:after { + border-left-color: #FFFFFF; + border-width: 10px; + top: 50%; + margin-top: -10px; +} +#powerTip.e:before { + border-left-color: #808080; + border-width: 11px; + top: 50%; + margin-top: -11px; +} + +#powerTip.w:after, #powerTip.w:before { + right: 100%; +} +#powerTip.w:after { + border-right-color: #FFFFFF; + border-width: 10px; + top: 50%; + margin-top: -10px; +} +#powerTip.w:before { + border-right-color: #808080; + border-width: 11px; + top: 50%; + margin-top: -11px; +} + +@media print +{ + #top { display: none; } + #side-nav { display: none; } + #nav-path { display: none; } + body { overflow:visible; } + h1, h2, h3, h4, h5, h6 { page-break-after: avoid; } + .summary { display: none; } + .memitem { page-break-inside: avoid; } + #doc-content + { + margin-left:0 !important; + height:auto !important; + width:auto !important; + overflow:inherit; + display:inline; + } +} + +/* @group Markdown */ + +/* +table.markdownTable { + border-collapse:collapse; + margin-top: 4px; + margin-bottom: 4px; +} + +table.markdownTable td, table.markdownTable th { + border: 1px solid #2D4068; + padding: 3px 7px 2px; +} + +table.markdownTableHead tr { +} + +table.markdownTableBodyLeft td, table.markdownTable th { + border: 1px solid #2D4068; + padding: 3px 7px 2px; +} + +th.markdownTableHeadLeft th.markdownTableHeadRight 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00000000..ea0a7b39 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/dynsections.js @@ -0,0 +1,120 @@ +/* + @licstart The following is the entire license notice for the + JavaScript code in this file. + + Copyright (C) 1997-2017 by Dimitri van Heesch + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 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Kinematic Character Controller +
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Kinematic Character Controller +
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Class Hierarchy
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This inheritance list is sorted roughly, but not completely, alphabetically:
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[detail level 12]
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 CKinematicCharacterController.CharacterGroundingReportContains all the information for the motor's grounding status
 CKinematicCharacterController.CharacterTransientGroundingReportContains the simulation-relevant information for the motor's grounding status
 CKinematicCharacterController.HitStabilityReportContains all the information from a hit stability evaluation
 CKinematicCharacterController.ICharacterController
 CKinematicCharacterController.IMoverController
 CKinematicCharacterController.KinematicCharacterMotorStateRepresents the entire state of a character motor that is pertinent for simulation. Use this to save state or revert to past state
 CMonoBehaviour
 CKinematicCharacterController.KinematicCharacterMotorComponent that manages character collisions and movement solving
 CKinematicCharacterController.KinematicCharacterSystemThe system that manages the simulation of KinematicCharacterMotor and PhysicsMover
 CKinematicCharacterController.PhysicsMoverComponent that manages the movement of moving kinematic rigidbodies for proper interaction with characters
 CKinematicCharacterController.OverlapResultDescribes an overlap between the character capsule and another collider
 CKinematicCharacterController.PhysicsMoverStateRepresents the entire state of a PhysicsMover that is pertinent for simulation. Use this to save state or revert to past state
 CPropertyAttribute
 CKinematicCharacterController.ReadOnlyAttribute
 CKinematicCharacterController.RigidbodyProjectionHitContains the information of hit rigidbodies during the movement phase, so they can be processed afterwards
 CScriptableObject
 CKinematicCharacterController.KCCSettings
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+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/hierarchy.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/hierarchy.html.meta new file mode 100644 index 00000000..a4268cf6 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/hierarchy.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5b6d212f54532da4f9db2bfa6def0f30 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/index.html b/Assets/Third/KinematicCharacterController/APIReference/html/index.html new file mode 100644 index 00000000..49a8cae7 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/index.html @@ -0,0 +1,76 @@ + + + + + + + +Kinematic Character Controller: Main Page + + + + + + + + + +
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Kinematic Character Controller +
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Kinematic Character Controller Documentation
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+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/index.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/index.html.meta new file mode 100644 index 00000000..a1cbba74 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/index.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 25473d33c3a44ea47a63b0ed6c4e7da5 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_character_controller-members.html b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_character_controller-members.html new file mode 100644 index 00000000..2effd5dd --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_character_controller-members.html @@ -0,0 +1,93 @@ + + + + + + + +Kinematic Character Controller: Member List + + + + + + + + + +
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Kinematic Character Controller +
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KinematicCharacterController.ICharacterController Member List
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This is the complete list of members for KinematicCharacterController.ICharacterController, including all inherited members.

+ + + + + + + + + + + +
AfterCharacterUpdate(float deltaTime)KinematicCharacterController.ICharacterController
BeforeCharacterUpdate(float deltaTime)KinematicCharacterController.ICharacterController
IsColliderValidForCollisions(Collider coll)KinematicCharacterController.ICharacterController
OnDiscreteCollisionDetected(Collider hitCollider)KinematicCharacterController.ICharacterController
OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)KinematicCharacterController.ICharacterController
OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)KinematicCharacterController.ICharacterController
PostGroundingUpdate(float deltaTime)KinematicCharacterController.ICharacterController
ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)KinematicCharacterController.ICharacterController
UpdateRotation(ref Quaternion currentRotation, float deltaTime)KinematicCharacterController.ICharacterController
UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)KinematicCharacterController.ICharacterController
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_character_controller-members.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_character_controller-members.html.meta new file mode 100644 index 00000000..b41ce717 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_character_controller-members.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3445adfd63fc1344f87f8a6ed9c55435 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_character_controller.html b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_character_controller.html new file mode 100644 index 00000000..f7c96cbd --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_character_controller.html @@ -0,0 +1,419 @@ + + + + + + + +Kinematic Character Controller: KinematicCharacterController.ICharacterController Interface Reference + + + + + + + + + +
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Kinematic Character Controller +
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KinematicCharacterController.ICharacterController Interface Reference
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+Public Member Functions

void UpdateRotation (ref Quaternion currentRotation, float deltaTime)
 This is called when the motor wants to know what its rotation should be right now More...
 
void UpdateVelocity (ref Vector3 currentVelocity, float deltaTime)
 This is called when the motor wants to know what its velocity should be right now More...
 
void BeforeCharacterUpdate (float deltaTime)
 This is called before the motor does anything More...
 
void PostGroundingUpdate (float deltaTime)
 This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling More...
 
void AfterCharacterUpdate (float deltaTime)
 This is called after the motor has finished everything in its update More...
 
bool IsColliderValidForCollisions (Collider coll)
 This is called after when the motor wants to know if the collider can be collided with (or if we just go through it) More...
 
void OnGroundHit (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
 This is called when the motor's ground probing detects a ground hit More...
 
void OnMovementHit (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
 This is called when the motor's movement logic detects a hit More...
 
void ProcessHitStabilityReport (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
 This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking More...
 
void OnDiscreteCollisionDetected (Collider hitCollider)
 This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving) More...
 
+

Member Function Documentation

+ +

◆ AfterCharacterUpdate()

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void KinematicCharacterController.ICharacterController.AfterCharacterUpdate (float deltaTime)
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This is called after the motor has finished everything in its update

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◆ BeforeCharacterUpdate()

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void KinematicCharacterController.ICharacterController.BeforeCharacterUpdate (float deltaTime)
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This is called before the motor does anything

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◆ IsColliderValidForCollisions()

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bool KinematicCharacterController.ICharacterController.IsColliderValidForCollisions (Collider coll)
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This is called after when the motor wants to know if the collider can be collided with (or if we just go through it)

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◆ OnDiscreteCollisionDetected()

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void KinematicCharacterController.ICharacterController.OnDiscreteCollisionDetected (Collider hitCollider)
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This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving)

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◆ OnGroundHit()

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void KinematicCharacterController.ICharacterController.OnGroundHit (Collider hitCollider,
Vector3 hitNormal,
Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport 
)
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This is called when the motor's ground probing detects a ground hit

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◆ OnMovementHit()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void KinematicCharacterController.ICharacterController.OnMovementHit (Collider hitCollider,
Vector3 hitNormal,
Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport 
)
+
+ +

This is called when the motor's movement logic detects a hit

+ +
+
+ +

◆ PostGroundingUpdate()

+ +
+
+ + + + + + + + +
void KinematicCharacterController.ICharacterController.PostGroundingUpdate (float deltaTime)
+
+ +

This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling

+ +
+
+ +

◆ ProcessHitStabilityReport()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void KinematicCharacterController.ICharacterController.ProcessHitStabilityReport (Collider hitCollider,
Vector3 hitNormal,
Vector3 hitPoint,
Vector3 atCharacterPosition,
Quaternion atCharacterRotation,
ref HitStabilityReport hitStabilityReport 
)
+
+ +

This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking

+ +
+
+ +

◆ UpdateRotation()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void KinematicCharacterController.ICharacterController.UpdateRotation (ref Quaternion currentRotation,
float deltaTime 
)
+
+ +

This is called when the motor wants to know what its rotation should be right now

+ +
+
+ +

◆ UpdateVelocity()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void KinematicCharacterController.ICharacterController.UpdateVelocity (ref Vector3 currentVelocity,
float deltaTime 
)
+
+ +

This is called when the motor wants to know what its velocity should be right now

+ +
+
+
The documentation for this interface was generated from the following file:
    +
  • C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/ICharacterController.cs
  • +
+
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_character_controller.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_character_controller.html.meta new file mode 100644 index 00000000..96da9c3f --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_character_controller.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1c5b543c1d9acf14a9b59126844286b3 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_mover_controller-members.html b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_mover_controller-members.html new file mode 100644 index 00000000..3eac2305 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_mover_controller-members.html @@ -0,0 +1,84 @@ + + + + + + + +Kinematic Character Controller: Member List + + + + + + + + + +
+
+ + + + + + +
+
Kinematic Character Controller +
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
KinematicCharacterController.IMoverController Member List
+
+
+ +

This is the complete list of members for KinematicCharacterController.IMoverController, including all inherited members.

+ + +
UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime)KinematicCharacterController.IMoverController
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_mover_controller-members.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_mover_controller-members.html.meta new file mode 100644 index 00000000..fd461471 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_mover_controller-members.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: dfb8eb1dbb2f8524d87c390215e54138 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_mover_controller.html b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_mover_controller.html new file mode 100644 index 00000000..a2245e9d --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_mover_controller.html @@ -0,0 +1,130 @@ + + + + + + + +Kinematic Character Controller: KinematicCharacterController.IMoverController Interface Reference + + + + + + + + + +
+
+ + + + + + +
+
Kinematic Character Controller +
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
KinematicCharacterController.IMoverController Interface Reference
+
+
+ + + + + +

+Public Member Functions

void UpdateMovement (out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime)
 This is called to let you tell the PhysicsMover where it should be right now More...
 
+

Member Function Documentation

+ +

◆ UpdateMovement()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void KinematicCharacterController.IMoverController.UpdateMovement (out Vector3 goalPosition,
out Quaternion goalRotation,
float deltaTime 
)
+
+ +

This is called to let you tell the PhysicsMover where it should be right now

+ +
+
+
The documentation for this interface was generated from the following file:
    +
  • C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/IMoverController.cs
  • +
+
+ + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_mover_controller.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_mover_controller.html.meta new file mode 100644 index 00000000..fd179d9b --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/interface_kinematic_character_controller_1_1_i_mover_controller.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d49b1642291dec043b7f6a76d8802c2e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/jquery.js b/Assets/Third/KinematicCharacterController/APIReference/html/jquery.js new file mode 100644 index 00000000..103c32d7 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/jquery.js @@ -0,0 +1,35 @@ +/*! jQuery v3.4.1 | (c) JS 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i,s,n=e.within,o=n.offset.top+n.scrollTop,r=n.height,h=n.isWindow?n.scrollTop:n.offset.top,l=t.top-e.collisionPosition.marginTop,c=l-h,u=l+e.collisionHeight-r-h,d="top"===e.my[1],p=d?-e.elemHeight:"bottom"===e.my[1]?e.elemHeight:0,f="top"===e.at[1]?e.targetHeight:"bottom"===e.at[1]?-e.targetHeight:0,m=-2*e.offset[1];0>c?(s=t.top+p+f+m+e.collisionHeight-r-o,(0>s||a(c)>s)&&(t.top+=p+f+m)):u>0&&(i=t.top-e.collisionPosition.marginTop+p+f+m-h,(i>0||u>a(i))&&(t.top+=p+f+m))}},flipfit:{left:function(){t.ui.position.flip.left.apply(this,arguments),t.ui.position.fit.left.apply(this,arguments)},top:function(){t.ui.position.flip.top.apply(this,arguments),t.ui.position.fit.top.apply(this,arguments)}}}}(),t.ui.position,t.extend(t.expr[":"],{data:t.expr.createPseudo?t.expr.createPseudo(function(e){return function(i){return!!t.data(i,e)}}):function(e,i,s){return!!t.data(e,s[3])}}),t.fn.extend({disableSelection:function(){var t="onselectstart"in document.createElement("div")?"selectstart":"mousedown";return function(){return this.on(t+".ui-disableSelection",function(t){t.preventDefault()})}}(),enableSelection:function(){return this.off(".ui-disableSelection")}}),t.ui.focusable=function(i,s){var n,o,a,r,h,l=i.nodeName.toLowerCase();return"area"===l?(n=i.parentNode,o=n.name,i.href&&o&&"map"===n.nodeName.toLowerCase()?(a=t("img[usemap='#"+o+"']"),a.length>0&&a.is(":visible")):!1):(/^(input|select|textarea|button|object)$/.test(l)?(r=!i.disabled,r&&(h=t(i).closest("fieldset")[0],h&&(r=!h.disabled))):r="a"===l?i.href||s:s,r&&t(i).is(":visible")&&e(t(i)))},t.extend(t.expr[":"],{focusable:function(e){return t.ui.focusable(e,null!=t.attr(e,"tabindex"))}}),t.ui.focusable,t.fn.form=function(){return"string"==typeof this[0].form?this.closest("form"):t(this[0].form)},t.ui.formResetMixin={_formResetHandler:function(){var e=t(this);setTimeout(function(){var i=e.data("ui-form-reset-instances");t.each(i,function(){this.refresh()})})},_bindFormResetHandler:function(){if(this.form=this.element.form(),this.form.length){var t=this.form.data("ui-form-reset-instances")||[];t.length||this.form.on("reset.ui-form-reset",this._formResetHandler),t.push(this),this.form.data("ui-form-reset-instances",t)}},_unbindFormResetHandler:function(){if(this.form.length){var e=this.form.data("ui-form-reset-instances");e.splice(t.inArray(this,e),1),e.length?this.form.data("ui-form-reset-instances",e):this.form.removeData("ui-form-reset-instances").off("reset.ui-form-reset")}}},"1.7"===t.fn.jquery.substring(0,3)&&(t.each(["Width","Height"],function(e,i){function s(e,i,s,o){return t.each(n,function(){i-=parseFloat(t.css(e,"padding"+this))||0,s&&(i-=parseFloat(t.css(e,"border"+this+"Width"))||0),o&&(i-=parseFloat(t.css(e,"margin"+this))||0)}),i}var n="Width"===i?["Left","Right"]:["Top","Bottom"],o=i.toLowerCase(),a={innerWidth:t.fn.innerWidth,innerHeight:t.fn.innerHeight,outerWidth:t.fn.outerWidth,outerHeight:t.fn.outerHeight};t.fn["inner"+i]=function(e){return void 0===e?a["inner"+i].call(this):this.each(function(){t(this).css(o,s(this,e)+"px")})},t.fn["outer"+i]=function(e,n){return"number"!=typeof e?a["outer"+i].call(this,e):this.each(function(){t(this).css(o,s(this,e,!0,n)+"px")})}}),t.fn.addBack=function(t){return this.add(null==t?this.prevObject:this.prevObject.filter(t))}),t.ui.keyCode={BACKSPACE:8,COMMA:188,DELETE:46,DOWN:40,END:35,ENTER:13,ESCAPE:27,HOME:36,LEFT:37,PAGE_DOWN:34,PAGE_UP:33,PERIOD:190,RIGHT:39,SPACE:32,TAB:9,UP:38},t.ui.escapeSelector=function(){var t=/([!"#$%&'()*+,./:;<=>?@[\]^`{|}~])/g;return function(e){return e.replace(t,"\\$1")}}(),t.fn.labels=function(){var e,i,s,n,o;return this[0].labels&&this[0].labels.length?this.pushStack(this[0].labels):(n=this.eq(0).parents("label"),s=this.attr("id"),s&&(e=this.eq(0).parents().last(),o=e.add(e.length?e.siblings():this.siblings()),i="label[for='"+t.ui.escapeSelector(s)+"']",n=n.add(o.find(i).addBack(i))),this.pushStack(n))},t.fn.scrollParent=function(e){var i=this.css("position"),s="absolute"===i,n=e?/(auto|scroll|hidden)/:/(auto|scroll)/,o=this.parents().filter(function(){var e=t(this);return s&&"static"===e.css("position")?!1:n.test(e.css("overflow")+e.css("overflow-y")+e.css("overflow-x"))}).eq(0);return"fixed"!==i&&o.length?o:t(this[0].ownerDocument||document)},t.extend(t.expr[":"],{tabbable:function(e){var i=t.attr(e,"tabindex"),s=null!=i;return(!s||i>=0)&&t.ui.focusable(e,s)}}),t.fn.extend({uniqueId:function(){var t=0;return function(){return this.each(function(){this.id||(this.id="ui-id-"+ ++t)})}}(),removeUniqueId:function(){return 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i=this,s=1===e.which,o="string"==typeof this.options.cancel&&e.target.nodeName?t(e.target).closest(this.options.cancel).length:!1;return s&&!o&&this._mouseCapture(e)?(this.mouseDelayMet=!this.options.delay,this.mouseDelayMet||(this._mouseDelayTimer=setTimeout(function(){i.mouseDelayMet=!0},this.options.delay)),this._mouseDistanceMet(e)&&this._mouseDelayMet(e)&&(this._mouseStarted=this._mouseStart(e)!==!1,!this._mouseStarted)?(e.preventDefault(),!0):(!0===t.data(e.target,this.widgetName+".preventClickEvent")&&t.removeData(e.target,this.widgetName+".preventClickEvent"),this._mouseMoveDelegate=function(t){return i._mouseMove(t)},this._mouseUpDelegate=function(t){return i._mouseUp(t)},this.document.on("mousemove."+this.widgetName,this._mouseMoveDelegate).on("mouseup."+this.widgetName,this._mouseUpDelegate),e.preventDefault(),n=!0,!0)):!0}},_mouseMove:function(e){if(this._mouseMoved){if(t.ui.ie&&(!document.documentMode||9>document.documentMode)&&!e.button)return this._mouseUp(e);if(!e.which)if(e.originalEvent.altKey||e.originalEvent.ctrlKey||e.originalEvent.metaKey||e.originalEvent.shiftKey)this.ignoreMissingWhich=!0;else if(!this.ignoreMissingWhich)return this._mouseUp(e)}return(e.which||e.button)&&(this._mouseMoved=!0),this._mouseStarted?(this._mouseDrag(e),e.preventDefault()):(this._mouseDistanceMet(e)&&this._mouseDelayMet(e)&&(this._mouseStarted=this._mouseStart(this._mouseDownEvent,e)!==!1,this._mouseStarted?this._mouseDrag(e):this._mouseUp(e)),!this._mouseStarted)},_mouseUp:function(e){this.document.off("mousemove."+this.widgetName,this._mouseMoveDelegate).off("mouseup."+this.widgetName,this._mouseUpDelegate),this._mouseStarted&&(this._mouseStarted=!1,e.target===this._mouseDownEvent.target&&t.data(e.target,this.widgetName+".preventClickEvent",!0),this._mouseStop(e)),this._mouseDelayTimer&&(clearTimeout(this._mouseDelayTimer),delete 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this._helper&&(i=this._proportionallyResizeElements,s=i.length&&/textarea/i.test(i[0].nodeName),n=s&&this._hasScroll(i[0],"left")?0:c.sizeDiff.height,o=s?0:c.sizeDiff.width,a={width:c.helper.width()-o,height:c.helper.height()-n},r=parseFloat(c.element.css("left"))+(c.position.left-c.originalPosition.left)||null,h=parseFloat(c.element.css("top"))+(c.position.top-c.originalPosition.top)||null,l.animate||this.element.css(t.extend(a,{top:h,left:r})),c.helper.height(c.size.height),c.helper.width(c.size.width),this._helper&&!l.animate&&this._proportionallyResize()),t("body").css("cursor","auto"),this._removeClass("ui-resizable-resizing"),this._propagate("stop",e),this._helper&&this.helper.remove(),!1},_updatePrevProperties:function(){this.prevPosition={top:this.position.top,left:this.position.left},this.prevSize={width:this.size.width,height:this.size.height}},_applyChanges:function(){var t={};return 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b/Assets/Third/KinematicCharacterController/APIReference/html/jquery.js.meta new file mode 100644 index 00000000..9814a976 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/jquery.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e1ada78c5a2bff848ab7413d20d671f1 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/menu.js b/Assets/Third/KinematicCharacterController/APIReference/html/menu.js new file mode 100644 index 00000000..433c15b8 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/menu.js @@ -0,0 +1,50 @@ +/* + @licstart The following is the entire license notice for the + JavaScript code in this file. + + Copyright (C) 1997-2017 by Dimitri van Heesch + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License along + with this program; if not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + + @licend The above is the entire license notice + for the JavaScript code in this file + */ +function initMenu(relPath,searchEnabled,serverSide,searchPage,search) { + function makeTree(data,relPath) { + var result=''; + if ('children' in data) { + result+=''; + } + return result; + } + + $('#main-nav').append(makeTree(menudata,relPath)); + $('#main-nav').children(':first').addClass('sm sm-dox').attr('id','main-menu'); + if (searchEnabled) { + if (serverSide) { + $('#main-menu').append('
  • '); + } else { + $('#main-menu').append('
  • '); + } + } + $('#main-menu').smartmenus(); +} +/* @license-end */ diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/menu.js.meta b/Assets/Third/KinematicCharacterController/APIReference/html/menu.js.meta new file mode 100644 index 00000000..664f9fb2 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/menu.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: da99be645bffd284ea7bb043d2408622 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/menudata.js b/Assets/Third/KinematicCharacterController/APIReference/html/menudata.js new file mode 100644 index 00000000..f6213b1d --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/menudata.js @@ -0,0 +1,82 @@ +/* +@licstart The following is the entire license notice for the +JavaScript code in this file. + +Copyright (C) 1997-2019 by Dimitri van Heesch + +This program is free software; you can redistribute it and/or modify +it under the terms of version 2 of the GNU General Public License as published by +the Free Software Foundation + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + +@licend The above is the entire license notice +for the JavaScript code in this file +*/ +var menudata={children:[ +{text:"Main Page",url:"index.html"}, +{text:"Packages",url:"namespaces.html",children:[ +{text:"Packages",url:"namespaces.html"}]}, +{text:"Classes",url:"annotated.html",children:[ +{text:"Class List",url:"annotated.html"}, +{text:"Class Index",url:"classes.html"}, +{text:"Class Hierarchy",url:"hierarchy.html"}, +{text:"Class Members",url:"functions.html",children:[ +{text:"All",url:"functions.html",children:[ +{text:"a",url:"functions.html#index_a"}, +{text:"b",url:"functions.html#index_b"}, +{text:"c",url:"functions.html#index_c"}, +{text:"d",url:"functions.html#index_d"}, +{text:"e",url:"functions.html#index_e"}, +{text:"f",url:"functions.html#index_f"}, +{text:"g",url:"functions.html#index_g"}, +{text:"h",url:"functions.html#index_h"}, +{text:"i",url:"functions.html#index_i"}, +{text:"k",url:"functions.html#index_k"}, +{text:"l",url:"functions.html#index_l"}, +{text:"m",url:"functions.html#index_m"}, +{text:"o",url:"functions.html#index_o"}, +{text:"p",url:"functions.html#index_p"}, +{text:"r",url:"functions.html#index_r"}, +{text:"s",url:"functions.html#index_s"}, +{text:"t",url:"functions.html#index_t"}, +{text:"u",url:"functions.html#index_u"}, +{text:"v",url:"functions.html#index_v"}]}, +{text:"Functions",url:"functions_func.html",children:[ +{text:"a",url:"functions_func.html#index_a"}, +{text:"b",url:"functions_func.html#index_b"}, +{text:"c",url:"functions_func.html#index_c"}, +{text:"e",url:"functions_func.html#index_e"}, +{text:"f",url:"functions_func.html#index_f"}, +{text:"g",url:"functions_func.html#index_g"}, +{text:"h",url:"functions_func.html#index_h"}, +{text:"i",url:"functions_func.html#index_i"}, +{text:"m",url:"functions_func.html#index_m"}, +{text:"o",url:"functions_func.html#index_o"}, +{text:"p",url:"functions_func.html#index_p"}, +{text:"r",url:"functions_func.html#index_r"}, +{text:"s",url:"functions_func.html#index_s"}, +{text:"u",url:"functions_func.html#index_u"}, +{text:"v",url:"functions_func.html#index_v"}]}, +{text:"Variables",url:"functions_vars.html",children:[ +{text:"a",url:"functions_vars.html#index_a"}, +{text:"b",url:"functions_vars.html#index_b"}, +{text:"c",url:"functions_vars.html#index_c"}, +{text:"d",url:"functions_vars.html#index_d"}, +{text:"g",url:"functions_vars.html#index_g"}, +{text:"h",url:"functions_vars.html#index_h"}, +{text:"i",url:"functions_vars.html#index_i"}, +{text:"k",url:"functions_vars.html#index_k"}, +{text:"l",url:"functions_vars.html#index_l"}, +{text:"m",url:"functions_vars.html#index_m"}, +{text:"p",url:"functions_vars.html#index_p"}, +{text:"r",url:"functions_vars.html#index_r"}, +{text:"s",url:"functions_vars.html#index_s"}]}, +{text:"Properties",url:"functions_prop.html"}]}]}]} diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/menudata.js.meta b/Assets/Third/KinematicCharacterController/APIReference/html/menudata.js.meta new file mode 100644 index 00000000..355fcc86 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/menudata.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f875d7d346dc51f48a9adecfe0ed2633 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/namespace_kinematic_character_controller.html b/Assets/Third/KinematicCharacterController/APIReference/html/namespace_kinematic_character_controller.html new file mode 100644 index 00000000..a2514e0f --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/namespace_kinematic_character_controller.html @@ -0,0 +1,140 @@ + + + + + + + +Kinematic Character Controller: KinematicCharacterController Namespace Reference + + + + + + + + + +
    +
    + + + + + + +
    +
    Kinematic Character Controller +
    +
    +
    + + + + + + + + +
    +
    + + +
    + +
    + +
    +
    + +
    +
    KinematicCharacterController Namespace Reference
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

    +Classes

    struct  CharacterGroundingReport
     Contains all the information for the motor's grounding status More...
     
    struct  CharacterTransientGroundingReport
     Contains the simulation-relevant information for the motor's grounding status More...
     
    struct  HitStabilityReport
     Contains all the information from a hit stability evaluation More...
     
    interface  ICharacterController
     
    interface  IMoverController
     
    class  KCCSettings
     
    class  KinematicCharacterMotor
     Component that manages character collisions and movement solving More...
     
    struct  KinematicCharacterMotorState
     Represents the entire state of a character motor that is pertinent for simulation. Use this to save state or revert to past state More...
     
    class  KinematicCharacterSystem
     The system that manages the simulation of KinematicCharacterMotor and PhysicsMover More...
     
    struct  OverlapResult
     Describes an overlap between the character capsule and another collider More...
     
    class  PhysicsMover
     Component that manages the movement of moving kinematic rigidbodies for proper interaction with characters More...
     
    struct  PhysicsMoverState
     Represents the entire state of a PhysicsMover that is pertinent for simulation. Use this to save state or revert to past state More...
     
    class  ReadOnlyAttribute
     
    struct  RigidbodyProjectionHit
     Contains the information of hit rigidbodies during the movement phase, so they can be processed afterwards More...
     
    + + + + + + + +

    +Enumerations

    enum  RigidbodyInteractionType { None, +Kinematic, +SimulatedDynamic + }
     
    enum  StepHandlingMethod { None, +Standard, +Extra + }
     
    enum  MovementSweepState { Initial, +AfterFirstHit, +FoundBlockingCrease, +FoundBlockingCorner + }
     
    +
    + + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/namespace_kinematic_character_controller.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/namespace_kinematic_character_controller.html.meta new file mode 100644 index 00000000..89a3f644 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/namespace_kinematic_character_controller.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 832d3b9a73738e5409551f8a99672a0a +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/namespaces.html b/Assets/Third/KinematicCharacterController/APIReference/html/namespaces.html new file mode 100644 index 00000000..1b4dc6a8 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/namespaces.html @@ -0,0 +1,81 @@ + + + + + + + +Kinematic Character Controller: Packages + + + + + + + + + +
    +
    + + + + + + +
    +
    Kinematic Character Controller +
    +
    +
    + + + + + + + +
    + +
    +
    + + +
    + +
    + +
    +
    +
    Packages
    +
    +
    +
    Here are the packages with brief descriptions (if available):
    +
    + + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/namespaces.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/namespaces.html.meta new file mode 100644 index 00000000..0a722bee --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/namespaces.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a293e16b12e704342a1a3e54995d0f79 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/nav_f.png b/Assets/Third/KinematicCharacterController/APIReference/html/nav_f.png new file mode 100644 index 00000000..72a58a52 Binary files /dev/null and b/Assets/Third/KinematicCharacterController/APIReference/html/nav_f.png differ diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/nav_f.png.meta b/Assets/Third/KinematicCharacterController/APIReference/html/nav_f.png.meta new file mode 100644 index 00000000..44ef3834 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/nav_f.png.meta @@ -0,0 +1,140 @@ +fileFormatVersion: 2 +guid: 5355a3dee38c4e249ae332a227e6d1c7 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 12 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + flipGreenChannel: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMipmapLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + swizzle: 50462976 + cookieLightType: 0 + platformSettings: + - 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you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License along + with this program; if not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + + @licend The above is the entire license notice + for the JavaScript code in this file + */ +function convertToId(search) +{ + var result = ''; + for (i=0;i do a search + { + this.Search(); + } + } + + this.OnSearchSelectKey = function(evt) + { + var e = (evt) ? evt : window.event; // for IE + if (e.keyCode==40 && this.searchIndex0) // Up + { + this.searchIndex--; + this.OnSelectItem(this.searchIndex); + } + else if (e.keyCode==13 || e.keyCode==27) + { + this.OnSelectItem(this.searchIndex); + this.CloseSelectionWindow(); + this.DOMSearchField().focus(); + } + return false; + } + + // --------- Actions + + // Closes the results window. + this.CloseResultsWindow = function() + { + this.DOMPopupSearchResultsWindow().style.display = 'none'; + this.DOMSearchClose().style.display = 'none'; + this.Activate(false); + } + + this.CloseSelectionWindow = function() + { + this.DOMSearchSelectWindow().style.display = 'none'; + } + + // Performs a search. + this.Search = function() + { + this.keyTimeout = 0; + + // strip leading whitespace + var searchValue = this.DOMSearchField().value.replace(/^ +/, ""); + + var code = searchValue.toLowerCase().charCodeAt(0); + var idxChar = searchValue.substr(0, 1).toLowerCase(); + if ( 0xD800 <= code && code <= 0xDBFF && searchValue > 1) // surrogate pair + { + idxChar = searchValue.substr(0, 2); + } + + var resultsPage; + var resultsPageWithSearch; + var hasResultsPage; + + var idx = indexSectionsWithContent[this.searchIndex].indexOf(idxChar); + if (idx!=-1) + { + var hexCode=idx.toString(16); + resultsPage = this.resultsPath + '/' + indexSectionNames[this.searchIndex] + '_' + hexCode + '.html'; + resultsPageWithSearch = resultsPage+'?'+escape(searchValue); + hasResultsPage = true; + } + else // nothing available for this search term + { + resultsPage = this.resultsPath + '/nomatches.html'; + resultsPageWithSearch = resultsPage; + hasResultsPage = false; + } + + window.frames.MSearchResults.location = resultsPageWithSearch; + var domPopupSearchResultsWindow = this.DOMPopupSearchResultsWindow(); + + if (domPopupSearchResultsWindow.style.display!='block') + { + var domSearchBox = this.DOMSearchBox(); + this.DOMSearchClose().style.display = 'inline'; + if (this.insideFrame) + { + var domPopupSearchResults = this.DOMPopupSearchResults(); + domPopupSearchResultsWindow.style.position = 'relative'; + domPopupSearchResultsWindow.style.display = 'block'; + var width = document.body.clientWidth - 8; // the -8 is for IE :-( + domPopupSearchResultsWindow.style.width = width + 'px'; + domPopupSearchResults.style.width = width + 'px'; + } + else + { + var domPopupSearchResults = this.DOMPopupSearchResults(); + var left = getXPos(domSearchBox) + 150; // domSearchBox.offsetWidth; + var top = getYPos(domSearchBox) + 20; // domSearchBox.offsetHeight + 1; + domPopupSearchResultsWindow.style.display = 'block'; + left -= domPopupSearchResults.offsetWidth; + domPopupSearchResultsWindow.style.top = top + 'px'; + domPopupSearchResultsWindow.style.left = left + 'px'; + } + } + + this.lastSearchValue = searchValue; + this.lastResultsPage = resultsPage; + } + + // -------- Activation Functions + + // Activates or deactivates the search panel, resetting things to + // their default values if necessary. + this.Activate = function(isActive) + { + if (isActive || // open it + this.DOMPopupSearchResultsWindow().style.display == 'block' + ) + { + this.DOMSearchBox().className = 'MSearchBoxActive'; + + var searchField = this.DOMSearchField(); + + if (searchField.value == this.searchLabel) // clear "Search" term upon entry + { + searchField.value = ''; + this.searchActive = true; + } + } + else if (!isActive) // directly remove the panel + { + this.DOMSearchBox().className = 'MSearchBoxInactive'; + this.DOMSearchField().value = this.searchLabel; + this.searchActive = false; + this.lastSearchValue = '' + this.lastResultsPage = ''; + } + } +} + +// ----------------------------------------------------------------------- + +// The class that handles everything on the search results page. +function SearchResults(name) +{ + // The number of matches from the last run of . + this.lastMatchCount = 0; + this.lastKey = 0; + this.repeatOn = false; + + // Toggles the visibility of the passed element ID. + this.FindChildElement = function(id) + { + var parentElement = document.getElementById(id); + var element = parentElement.firstChild; + + while (element && element!=parentElement) + { + if (element.nodeName == 'DIV' && element.className == 'SRChildren') + { + return element; + } + + if (element.nodeName == 'DIV' && element.hasChildNodes()) + { + element = element.firstChild; + } + else if (element.nextSibling) + { + element = element.nextSibling; + } + else + { + do + { + element = element.parentNode; + } + while (element && element!=parentElement && !element.nextSibling); + + if (element && element!=parentElement) + { + element = element.nextSibling; 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evt : window.event; // for IE + if (e.keyCode==13) return true; + if (!this.ProcessKeys(e)) return false; + + if (this.lastKey==38) // Up + { + var newIndex = itemIndex-1; + var focusItem = this.NavPrev(newIndex); + if (focusItem) + { + var child = this.FindChildElement(focusItem.parentNode.parentNode.id); + if (child && child.style.display == 'block') // children visible + { + var n=0; + var tmpElem; + while (1) // search for last child + { + tmpElem = document.getElementById('Item'+newIndex+'_c'+n); + if (tmpElem) + { + focusItem = tmpElem; + } + else // found it! + { + break; + } + n++; + } + } + } + if (focusItem) + { + focusItem.focus(); + } + else // return focus to search field + { + parent.document.getElementById("MSearchField").focus(); + } + } + else if (this.lastKey==40) // Down + { + var newIndex = itemIndex+1; + var focusItem; + var item = document.getElementById('Item'+itemIndex); + var elem = this.FindChildElement(item.parentNode.parentNode.id); + if (elem && elem.style.display == 'block') // children visible + { + focusItem = document.getElementById('Item'+itemIndex+'_c0'); + } + if (!focusItem) focusItem = this.NavNext(newIndex); + if (focusItem) focusItem.focus(); + } + else if (this.lastKey==39) // Right + { + var item = document.getElementById('Item'+itemIndex); + var elem = this.FindChildElement(item.parentNode.parentNode.id); + if (elem) elem.style.display = 'block'; + } + else if (this.lastKey==37) // Left + { + var item = document.getElementById('Item'+itemIndex); + var elem = this.FindChildElement(item.parentNode.parentNode.id); + if (elem) elem.style.display = 'none'; + } + else if (this.lastKey==27) // Escape + { + parent.searchBox.CloseResultsWindow(); + parent.document.getElementById("MSearchField").focus(); + } + else if (this.lastKey==13) // Enter + { + return true; + } + return false; + } + + this.NavChild = function(evt,itemIndex,childIndex) + { + var e = (evt) ? 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    Kinematic Character Controller +
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    KinematicCharacterController.CharacterGroundingReport Member List
    +
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    +
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    Kinematic Character Controller +
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    + +
    +
    KinematicCharacterController.CharacterGroundingReport Struct Reference
    +
    +
    + +

    Contains all the information for the motor's grounding status + More...

    + + + + +

    +Public Member Functions

    +void CopyFrom (CharacterTransientGroundingReport transientGroundingReport)
     
    + + + + + + + + + + + + + + + + + +

    +Public Attributes

    +bool FoundAnyGround
     
    +bool IsStableOnGround
     
    +bool SnappingPrevented
     
    +Vector3 GroundNormal
     
    +Vector3 InnerGroundNormal
     
    +Vector3 OuterGroundNormal
     
    +Collider GroundCollider
     
    +Vector3 GroundPoint
     
    +

    Detailed Description

    +

    Contains all the information for the motor's grounding status

    +

    The documentation for this struct was generated from the following file:
      +
    • C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs
    • +
    +
    + + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_character_grounding_report.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_character_grounding_report.html.meta new file mode 100644 index 00000000..4dfbaed2 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_character_grounding_report.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 06cb66d82379eab46a40f1f95f57d720 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_character_transient_grounding_report-members.html b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_character_transient_grounding_report-members.html new file mode 100644 index 00000000..50fa556d --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_character_transient_grounding_report-members.html @@ -0,0 +1,90 @@ + + + + + + + +Kinematic Character Controller: Member List + + + + + + + + + +
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    KinematicCharacterController.CharacterTransientGroundingReport Member List
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    +
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    Kinematic Character Controller +
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    KinematicCharacterController.CharacterTransientGroundingReport Struct Reference
    +
    +
    + +

    Contains the simulation-relevant information for the motor's grounding status + More...

    + + + + +

    +Public Member Functions

    +void CopyFrom (CharacterGroundingReport groundingReport)
     
    + + + + + + + + + + + + + +

    +Public Attributes

    +bool FoundAnyGround
     
    +bool IsStableOnGround
     
    +bool SnappingPrevented
     
    +Vector3 GroundNormal
     
    +Vector3 InnerGroundNormal
     
    +Vector3 OuterGroundNormal
     
    +

    Detailed Description

    +

    Contains the simulation-relevant information for the motor's grounding status

    +

    The documentation for this struct was generated from the following file:
      +
    • C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs
    • +
    +
    + + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_character_transient_grounding_report.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_character_transient_grounding_report.html.meta new file mode 100644 index 00000000..51f4c044 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_character_transient_grounding_report.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 83c92b4188d27ec43bf956c3cf3227d8 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_hit_stability_report-members.html b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_hit_stability_report-members.html new file mode 100644 index 00000000..d206e9c2 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_hit_stability_report-members.html @@ -0,0 +1,95 @@ + + + + + + + +Kinematic Character Controller: Member List + + + + + + + + + +
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    Kinematic Character Controller +
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    KinematicCharacterController.HitStabilityReport Member List
    +
    +
    + +

    This is the complete list of members for KinematicCharacterController.HitStabilityReport, including all inherited members.

    + + + + + + + + + + + + + +
    DistanceFromLedge (defined in KinematicCharacterController.HitStabilityReport)KinematicCharacterController.HitStabilityReport
    InnerNormal (defined in KinematicCharacterController.HitStabilityReport)KinematicCharacterController.HitStabilityReport
    IsMovingTowardsEmptySideOfLedge (defined in KinematicCharacterController.HitStabilityReport)KinematicCharacterController.HitStabilityReport
    IsOnEmptySideOfLedge (defined in KinematicCharacterController.HitStabilityReport)KinematicCharacterController.HitStabilityReport
    IsStable (defined in KinematicCharacterController.HitStabilityReport)KinematicCharacterController.HitStabilityReport
    LedgeDetected (defined in KinematicCharacterController.HitStabilityReport)KinematicCharacterController.HitStabilityReport
    LedgeFacingDirection (defined in KinematicCharacterController.HitStabilityReport)KinematicCharacterController.HitStabilityReport
    LedgeGroundNormal (defined in KinematicCharacterController.HitStabilityReport)KinematicCharacterController.HitStabilityReport
    LedgeRightDirection (defined in KinematicCharacterController.HitStabilityReport)KinematicCharacterController.HitStabilityReport
    OuterNormal (defined in KinematicCharacterController.HitStabilityReport)KinematicCharacterController.HitStabilityReport
    SteppedCollider (defined in KinematicCharacterController.HitStabilityReport)KinematicCharacterController.HitStabilityReport
    ValidStepDetected (defined in KinematicCharacterController.HitStabilityReport)KinematicCharacterController.HitStabilityReport
    + + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_hit_stability_report-members.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_hit_stability_report-members.html.meta new file mode 100644 index 00000000..b90dba16 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_hit_stability_report-members.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 72bb055b31598b841b7f0918be5f3b53 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_hit_stability_report.html b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_hit_stability_report.html new file mode 100644 index 00000000..90249a9a --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_hit_stability_report.html @@ -0,0 +1,131 @@ + + + + + + + +Kinematic Character Controller: KinematicCharacterController.HitStabilityReport Struct Reference + + + + + + + + + +
    +
    + + + + + + +
    +
    Kinematic Character Controller +
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    +
    KinematicCharacterController.HitStabilityReport Struct Reference
    +
    +
    + +

    Contains all the information from a hit stability evaluation + More...

    + + + + + + + + + + + + + + + + + + + + + + + + + + +

    +Public Attributes

    +bool IsStable
     
    +Vector3 InnerNormal
     
    +Vector3 OuterNormal
     
    +bool ValidStepDetected
     
    +Collider SteppedCollider
     
    +bool LedgeDetected
     
    +bool IsOnEmptySideOfLedge
     
    +float DistanceFromLedge
     
    +bool IsMovingTowardsEmptySideOfLedge
     
    +Vector3 LedgeGroundNormal
     
    +Vector3 LedgeRightDirection
     
    +Vector3 LedgeFacingDirection
     
    +

    Detailed Description

    +

    Contains all the information from a hit stability evaluation

    +

    The documentation for this struct was generated from the following file:
      +
    • C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs
    • +
    +
    + + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_hit_stability_report.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_hit_stability_report.html.meta new file mode 100644 index 00000000..8f5ae4ba --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_hit_stability_report.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5efb686e46b19c1429debe275747cf85 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_kinematic_character_motor_state-members.html b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_kinematic_character_motor_state-members.html new file mode 100644 index 00000000..70e2dc7a --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_kinematic_character_motor_state-members.html @@ -0,0 +1,92 @@ + + + + + + + +Kinematic Character Controller: Member List + + + + + + + + + +
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    Kinematic Character Controller +
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    KinematicCharacterController.KinematicCharacterMotorState Member List
    +
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    +
    + + + + + + +
    +
    Kinematic Character Controller +
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    + +
    +
    KinematicCharacterController.KinematicCharacterMotorState Struct Reference
    +
    +
    + +

    Represents the entire state of a character motor that is pertinent for simulation. Use this to save state or revert to past state + More...

    + + + + + + + + + + + + + + + + + + + + +

    +Public Attributes

    +Vector3 Position
     
    +Quaternion Rotation
     
    +Vector3 BaseVelocity
     
    +bool MustUnground
     
    +float MustUngroundTime
     
    +bool LastMovementIterationFoundAnyGround
     
    +CharacterTransientGroundingReport GroundingStatus
     
    +Rigidbody AttachedRigidbody
     
    +Vector3 AttachedRigidbodyVelocity
     
    +

    Detailed Description

    +

    Represents the entire state of a character motor that is pertinent for simulation. Use this to save state or revert to past state

    +

    The documentation for this struct was generated from the following file:
      +
    • C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs
    • +
    +
    + + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_kinematic_character_motor_state.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_kinematic_character_motor_state.html.meta new file mode 100644 index 00000000..0901d28f --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_kinematic_character_motor_state.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 40bf04d643000e9458df036ad003ff59 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_overlap_result-members.html b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_overlap_result-members.html new file mode 100644 index 00000000..eec062a1 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_overlap_result-members.html @@ -0,0 +1,86 @@ + + + + + + + +Kinematic Character Controller: Member List + + + + + + + + + +
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    Kinematic Character Controller +
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    KinematicCharacterController.OverlapResult Member List
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    +
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    +
    Kinematic Character Controller +
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    KinematicCharacterController.OverlapResult Struct Reference
    +
    +
    + +

    Describes an overlap between the character capsule and another collider + More...

    + + + + +

    +Public Member Functions

    OverlapResult (Vector3 normal, Collider collider)
     
    + + + + + +

    +Public Attributes

    +Vector3 Normal
     
    +Collider Collider
     
    +

    Detailed Description

    +

    Describes an overlap between the character capsule and another collider

    +

    The documentation for this struct was generated from the following file:
      +
    • C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs
    • +
    +
    + + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_overlap_result.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_overlap_result.html.meta new file mode 100644 index 00000000..7f84d17e --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_overlap_result.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 704505f08c0a1cc46be53dceea91e0a9 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_physics_mover_state-members.html b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_physics_mover_state-members.html new file mode 100644 index 00000000..949a91c5 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_physics_mover_state-members.html @@ -0,0 +1,87 @@ + + + + + + + +Kinematic Character Controller: Member List + + + + + + + + + +
    +
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    Kinematic Character Controller +
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    +
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    +
    +
    +
    KinematicCharacterController.PhysicsMoverState Member List
    +
    + + + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_physics_mover_state-members.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_physics_mover_state-members.html.meta new file mode 100644 index 00000000..acb461ce --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_physics_mover_state-members.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6ba02bdd4630b50479724be18bd87ec4 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_physics_mover_state.html b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_physics_mover_state.html new file mode 100644 index 00000000..fd4f8a8c --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_physics_mover_state.html @@ -0,0 +1,107 @@ + + + + + + + +Kinematic Character Controller: KinematicCharacterController.PhysicsMoverState Struct Reference + + + + + + + + + +
    +
    + + + + + + +
    +
    Kinematic Character Controller +
    +
    +
    + + + + + + + + +
    +
    + + +
    + +
    + + +
    +
    + +
    +
    KinematicCharacterController.PhysicsMoverState Struct Reference
    +
    +
    + +

    Represents the entire state of a PhysicsMover that is pertinent for simulation. Use this to save state or revert to past state + More...

    + + + + + + + + + + +

    +Public Attributes

    +Vector3 Position
     
    +Quaternion Rotation
     
    +Vector3 Velocity
     
    +Vector3 AngularVelocity
     
    +

    Detailed Description

    +

    Represents the entire state of a PhysicsMover that is pertinent for simulation. Use this to save state or revert to past state

    +

    The documentation for this struct was generated from the following file:
      +
    • C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/PhysicsMover.cs
    • +
    +
    + + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_physics_mover_state.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_physics_mover_state.html.meta new file mode 100644 index 00000000..1fcccfdd --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_physics_mover_state.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c011f968a2e3da24396572f3decfe26a +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_rigidbody_projection_hit-members.html b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_rigidbody_projection_hit-members.html new file mode 100644 index 00000000..e390e830 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_rigidbody_projection_hit-members.html @@ -0,0 +1,88 @@ + + + + + + + +Kinematic Character Controller: Member List + + + + + + + + + +
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    Kinematic Character Controller +
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    +
    KinematicCharacterController.RigidbodyProjectionHit Member List
    +
    + + + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_rigidbody_projection_hit-members.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_rigidbody_projection_hit-members.html.meta new file mode 100644 index 00000000..283ea52c --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_rigidbody_projection_hit-members.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d37ae36f8c6f3e7478dd6d1eaf4c9a61 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html new file mode 100644 index 00000000..45a75ce3 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html @@ -0,0 +1,110 @@ + + + + + + + +Kinematic Character Controller: KinematicCharacterController.RigidbodyProjectionHit Struct Reference + + + + + + + + + +
    +
    + + + + + + +
    +
    Kinematic Character Controller +
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    +
    + + + + + + + + +
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    + + +
    + +
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    +
    + +
    +
    KinematicCharacterController.RigidbodyProjectionHit Struct Reference
    +
    +
    + +

    Contains the information of hit rigidbodies during the movement phase, so they can be processed afterwards + More...

    + + + + + + + + + + + + +

    +Public Attributes

    +Rigidbody Rigidbody
     
    +Vector3 HitPoint
     
    +Vector3 EffectiveHitNormal
     
    +Vector3 HitVelocity
     
    +bool StableOnHit
     
    +

    Detailed Description

    +

    Contains the information of hit rigidbodies during the movement phase, so they can be processed afterwards

    +

    The documentation for this struct was generated from the following file:
      +
    • C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs
    • +
    +
    + + + + diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html.meta b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html.meta new file mode 100644 index 00000000..d23e51c2 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/APIReference/html/struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9ba0f3a8c44b1cc44a19cdb8fbb33587 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/APIReference/html/sync_off.png b/Assets/Third/KinematicCharacterController/APIReference/html/sync_off.png new file mode 100644 index 00000000..3b443fc6 Binary files /dev/null and b/Assets/Third/KinematicCharacterController/APIReference/html/sync_off.png differ diff 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/dev/null +++ b/Assets/Third/KinematicCharacterController/Core/Editor/KinematicCharacterMotorEditor.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace KinematicCharacterController +{ + [CustomEditor(typeof(KinematicCharacterMotor))] + public class KinematicCharacterMotorEditor : Editor + { + protected virtual void OnSceneGUI() + { + KinematicCharacterMotor motor = (target as KinematicCharacterMotor); + if (motor) + { + Vector3 characterBottom = motor.transform.position + (motor.Capsule.center + (-Vector3.up * (motor.Capsule.height * 0.5f))); + + Handles.color = Color.yellow; + Handles.CircleHandleCap( + 0, + characterBottom + (motor.transform.up * motor.MaxStepHeight), + Quaternion.LookRotation(motor.transform.up, motor.transform.forward), + motor.Capsule.radius + 0.1f, + EventType.Repaint); + } + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Core/Editor/KinematicCharacterMotorEditor.cs.meta b/Assets/Third/KinematicCharacterController/Core/Editor/KinematicCharacterMotorEditor.cs.meta new file mode 100644 index 00000000..8a2539cb --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/Editor/KinematicCharacterMotorEditor.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 7db3ed6d74cbf2b489cab5e1586bed7a +timeCreated: 1518400757 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs b/Assets/Third/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs new file mode 100644 index 00000000..5a1aa7cd --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs @@ -0,0 +1,21 @@ +using UnityEngine; +using UnityEditor; + +namespace KinematicCharacterController +{ + [CustomPropertyDrawer(typeof(ReadOnlyAttribute))] + public class ReadOnlyPropertyDrawer : PropertyDrawer + { + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + return EditorGUI.GetPropertyHeight(property, label, true); + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + GUI.enabled = false; + EditorGUI.PropertyField(position, property, label, true); + GUI.enabled = true; + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs.meta b/Assets/Third/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs.meta new file mode 100644 index 00000000..3363fc66 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 0d4351ab88853824b85a8f458928d825 +timeCreated: 1504492796 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Core/ICharacterController.cs b/Assets/Third/KinematicCharacterController/Core/ICharacterController.cs new file mode 100644 index 00000000..4ae54acf --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/ICharacterController.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController +{ + public interface ICharacterController + { + /// + /// This is called when the motor wants to know what its rotation should be right now + /// + void UpdateRotation(ref Quaternion currentRotation, float deltaTime); + /// + /// This is called when the motor wants to know what its velocity should be right now + /// + void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime); + /// + /// This is called before the motor does anything + /// + void BeforeCharacterUpdate(float deltaTime); + /// + /// This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling + /// + void PostGroundingUpdate(float deltaTime); + /// + /// This is called after the motor has finished everything in its update + /// + void AfterCharacterUpdate(float deltaTime); + /// + /// This is called after when the motor wants to know if the collider can be collided with (or if we just go through it) + /// + bool IsColliderValidForCollisions(Collider coll); + /// + /// This is called when the motor's ground probing detects a ground hit + /// + void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport); + /// + /// This is called when the motor's movement logic detects a hit + /// + void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport); + /// + /// This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking + /// + void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport); + /// + /// This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving) + /// + void OnDiscreteCollisionDetected(Collider hitCollider); + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Core/ICharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Core/ICharacterController.cs.meta new file mode 100644 index 00000000..e87f49a8 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/ICharacterController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f13aa252bd3bf9943b1d65e68d93dcfb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Core/IMoverController.cs b/Assets/Third/KinematicCharacterController/Core/IMoverController.cs new file mode 100644 index 00000000..f582ec1e --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/IMoverController.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController +{ + public interface IMoverController + { + /// + /// This is called to let you tell the PhysicsMover where it should be right now + /// + void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime); + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Core/IMoverController.cs.meta b/Assets/Third/KinematicCharacterController/Core/IMoverController.cs.meta new file mode 100644 index 00000000..553f65e8 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/IMoverController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8ae7eceec45f1be4c8450edc46c0ad36 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Core/KCCSettings.cs b/Assets/Third/KinematicCharacterController/Core/KCCSettings.cs new file mode 100644 index 00000000..23e68481 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/KCCSettings.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController +{ + [CreateAssetMenu] + public class KCCSettings : ScriptableObject + { + /// + /// Determines if the system simulates automatically. + /// If true, the simulation is done on FixedUpdate + /// + [Tooltip("Determines if the system simulates automatically. If true, the simulation is done on FixedUpdate")] + public bool AutoSimulation = true; + /// + /// Should interpolation of characters and PhysicsMovers be handled + /// + [Tooltip("Should interpolation of characters and PhysicsMovers be handled")] + public bool Interpolate = true; + /// + + /// Initial capacity of the system's list of Motors (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs) + /// + [Tooltip("Initial capacity of the system's list of Motors (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)")] + public int MotorsListInitialCapacity = 100; + /// + /// Initial capacity of the system's list of Movers (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs) + /// + [Tooltip("Initial capacity of the system's list of Movers (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)")] + public int MoversListInitialCapacity = 100; + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Core/KCCSettings.cs.meta b/Assets/Third/KinematicCharacterController/Core/KCCSettings.cs.meta new file mode 100644 index 00000000..daa41447 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/KCCSettings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2b43d8459fe4812488b2c47ac60e41c3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Core/KinematicCharacterMotor.cs b/Assets/Third/KinematicCharacterController/Core/KinematicCharacterMotor.cs new file mode 100644 index 00000000..f9e60fe6 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/KinematicCharacterMotor.cs @@ -0,0 +1,2692 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController +{ + public enum RigidbodyInteractionType + { + None, + Kinematic, + SimulatedDynamic + } + + public enum StepHandlingMethod + { + None, + Standard, + Extra + } + + public enum MovementSweepState + { + Initial, + AfterFirstHit, + FoundBlockingCrease, + FoundBlockingCorner, + } + + /// + /// Represents the entire state of a character motor that is pertinent for simulation. + /// Use this to save state or revert to past state + /// + [System.Serializable] + public struct KinematicCharacterMotorState + { + public Vector3 Position; + public Quaternion Rotation; + public Vector3 BaseVelocity; + + public bool MustUnground; + public float MustUngroundTime; + public bool LastMovementIterationFoundAnyGround; + public CharacterTransientGroundingReport GroundingStatus; + + public Rigidbody AttachedRigidbody; + public Vector3 AttachedRigidbodyVelocity; + } + + /// + /// Describes an overlap between the character capsule and another collider + /// + public struct OverlapResult + { + public Vector3 Normal; + public Collider Collider; + + public OverlapResult(Vector3 normal, Collider collider) + { + Normal = normal; + Collider = collider; + } + } + + /// + /// Contains all the information for the motor's grounding status + /// + public struct CharacterGroundingReport + { + public bool FoundAnyGround; + public bool IsStableOnGround; + public bool SnappingPrevented; + public Vector3 GroundNormal; + public Vector3 InnerGroundNormal; + public Vector3 OuterGroundNormal; + + public Collider GroundCollider; + public Vector3 GroundPoint; + + public void CopyFrom(CharacterTransientGroundingReport transientGroundingReport) + { + FoundAnyGround = transientGroundingReport.FoundAnyGround; + IsStableOnGround = transientGroundingReport.IsStableOnGround; + SnappingPrevented = transientGroundingReport.SnappingPrevented; + GroundNormal = transientGroundingReport.GroundNormal; + InnerGroundNormal = transientGroundingReport.InnerGroundNormal; + OuterGroundNormal = transientGroundingReport.OuterGroundNormal; + + GroundCollider = null; + GroundPoint = Vector3.zero; + } + } + + /// + /// Contains the simulation-relevant information for the motor's grounding status + /// + public struct CharacterTransientGroundingReport + { + public bool FoundAnyGround; + public bool IsStableOnGround; + public bool SnappingPrevented; + public Vector3 GroundNormal; + public Vector3 InnerGroundNormal; + public Vector3 OuterGroundNormal; + + public void CopyFrom(CharacterGroundingReport groundingReport) + { + FoundAnyGround = groundingReport.FoundAnyGround; + IsStableOnGround = groundingReport.IsStableOnGround; + SnappingPrevented = groundingReport.SnappingPrevented; + GroundNormal = groundingReport.GroundNormal; + InnerGroundNormal = groundingReport.InnerGroundNormal; + OuterGroundNormal = groundingReport.OuterGroundNormal; + } + } + + /// + /// Contains all the information from a hit stability evaluation + /// + public struct HitStabilityReport + { + public bool IsStable; + + public bool FoundInnerNormal; + public Vector3 InnerNormal; + public bool FoundOuterNormal; + public Vector3 OuterNormal; + + public bool ValidStepDetected; + public Collider SteppedCollider; + + public bool LedgeDetected; + public bool IsOnEmptySideOfLedge; + public float DistanceFromLedge; + public bool IsMovingTowardsEmptySideOfLedge; + public Vector3 LedgeGroundNormal; + public Vector3 LedgeRightDirection; + public Vector3 LedgeFacingDirection; + } + + /// + /// Contains the information of hit rigidbodies during the movement phase, so they can be processed afterwards + /// + public struct RigidbodyProjectionHit + { + public Rigidbody Rigidbody; + public Vector3 HitPoint; + public Vector3 EffectiveHitNormal; + public Vector3 HitVelocity; + public bool StableOnHit; + } + + /// + /// Component that manages character collisions and movement solving + /// + [RequireComponent(typeof(CapsuleCollider))] + public class KinematicCharacterMotor : MonoBehaviour + { +#pragma warning disable 0414 + [Header("Components")] + /// + /// The capsule collider of this motor + /// + [ReadOnly] + public CapsuleCollider Capsule; + + [Header("Capsule Settings")] + /// + /// Radius of the character's capsule + /// + [SerializeField] + [Tooltip("Radius of the Character Capsule")] + private float CapsuleRadius = 0.5f; + /// + /// Height of the character's capsule + /// + [SerializeField] + [Tooltip("Height of the Character Capsule")] + private float CapsuleHeight = 2f; + /// + /// Local y position of the character's capsule center + /// + [SerializeField] + [Tooltip("Height of the Character Capsule")] + private float CapsuleYOffset = 1f; + /// + /// Physics material of the character's capsule + /// + [SerializeField] + [Tooltip("Physics material of the Character Capsule (Does not affect character movement. Only affects things colliding with it)")] +#pragma warning disable 0649 + private PhysicMaterial CapsulePhysicsMaterial; +#pragma warning restore 0649 + + + [Header("Grounding settings")] + /// + /// Increases the range of ground detection, to allow snapping to ground at very high speeds + /// + [Tooltip("Increases the range of ground detection, to allow snapping to ground at very high speeds")] + public float GroundDetectionExtraDistance = 0f; + /// + /// Maximum slope angle on which the character can be stable + /// + [Range(0f, 89f)] + [Tooltip("Maximum slope angle on which the character can be stable")] + public float MaxStableSlopeAngle = 60f; + /// + /// Which layers can the character be considered stable on + /// + [Tooltip("Which layers can the character be considered stable on")] + public LayerMask StableGroundLayers = -1; + /// + /// Notifies the Character Controller when discrete collisions are detected + /// + [Tooltip("Notifies the Character Controller when discrete collisions are detected")] + public bool DiscreteCollisionEvents = false; + + + [Header("Step settings")] + /// + /// Handles properly detecting grounding status on steps, but has a performance cost. + /// + [Tooltip("Handles properly detecting grounding status on steps, but has a performance cost.")] + public StepHandlingMethod StepHandling = StepHandlingMethod.Standard; + /// + /// Maximum height of a step which the character can climb + /// + [Tooltip("Maximum height of a step which the character can climb")] + public float MaxStepHeight = 0.5f; + /// + /// Can the character step up obstacles even if it is not currently stable? + /// + [Tooltip("Can the character step up obstacles even if it is not currently stable?")] + public bool AllowSteppingWithoutStableGrounding = false; + /// + /// Minimum length of a step that the character can step on (used in Extra stepping method. Use this to let the character step on steps that are smaller that its radius + /// + [Tooltip("Minimum length of a step that the character can step on (used in Extra stepping method). Use this to let the character step on steps that are smaller that its radius")] + public float MinRequiredStepDepth = 0.1f; + + + [Header("Ledge settings")] + /// + /// Handles properly detecting ledge information and grounding status, but has a performance cost. + /// + [Tooltip("Handles properly detecting ledge information and grounding status, but has a performance cost.")] + public bool LedgeAndDenivelationHandling = true; + /// + /// The distance from the capsule central axis at which the character can stand on a ledge and still be stable + /// + [Tooltip("The distance from the capsule central axis at which the character can stand on a ledge and still be stable")] + public float MaxStableDistanceFromLedge = 0.5f; + /// + /// Prevents snapping to ground on ledges beyond a certain velocity + /// + [Tooltip("Prevents snapping to ground on ledges beyond a certain velocity")] + public float MaxVelocityForLedgeSnap = 0f; + /// + /// The maximun downward slope angle change that the character can be subjected to and still be snapping to the ground + /// + [Tooltip("The maximun downward slope angle change that the character can be subjected to and still be snapping to the ground")] + [Range(1f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + + [Header("Rigidbody interaction settings")] + /// + /// Handles properly being pushed by and standing on PhysicsMovers or dynamic rigidbodies. Also handles pushing dynamic rigidbodies + /// + [Tooltip("Handles properly being pushed by and standing on PhysicsMovers or dynamic rigidbodies. Also handles pushing dynamic rigidbodies")] + public bool InteractiveRigidbodyHandling = true; + /// + /// How the character interacts with non-kinematic rigidbodies. \"Kinematic\" mode means the character pushes the rigidbodies with infinite force (as a kinematic body would). \"SimulatedDynamic\" pushes the rigidbodies with a simulated mass value. + /// + [Tooltip("How the character interacts with non-kinematic rigidbodies. \"Kinematic\" mode means the character pushes the rigidbodies with infinite force (as a kinematic body would). \"SimulatedDynamic\" pushes the rigidbodies with a simulated mass value.")] + public RigidbodyInteractionType RigidbodyInteractionType; + [Tooltip("Mass used for pushing bodies")] + public float SimulatedCharacterMass = 1f; + /// + /// Determines if the character preserves moving platform velocities when de-grounding from them + /// + [Tooltip("Determines if the character preserves moving platform velocities when de-grounding from them")] + public bool PreserveAttachedRigidbodyMomentum = true; + + + [Header("Constraints settings")] + /// + /// Determines if the character's movement uses the planar constraint + /// + [Tooltip("Determines if the character's movement uses the planar constraint")] + public bool HasPlanarConstraint = false; + /// + /// Defines the plane that the character's movement is constrained on, if HasMovementConstraintPlane is active + /// + [Tooltip("Defines the plane that the character's movement is constrained on, if HasMovementConstraintPlane is active")] + public Vector3 PlanarConstraintAxis = Vector3.forward; + + [Header("Other settings")] + /// + /// How many times can we sweep for movement per update + /// + [Tooltip("How many times can we sweep for movement per update")] + public int MaxMovementIterations = 5; + /// + /// How many times can we check for decollision per update + /// + [Tooltip("How many times can we check for decollision per update")] + public int MaxDecollisionIterations = 1; + /// + /// Checks for overlaps before casting movement, making sure all collisions are detected even when already intersecting geometry (has a performance cost, but provides safety against tunneling through colliders) + /// + [Tooltip("Checks for overlaps before casting movement, making sure all collisions are detected even when already intersecting geometry (has a performance cost, but provides safety against tunneling through colliders)")] + public bool CheckMovementInitialOverlaps = true; + /// + /// Sets the velocity to zero if exceed max movement iterations + /// + [Tooltip("Sets the velocity to zero if exceed max movement iterations")] + public bool KillVelocityWhenExceedMaxMovementIterations = true; + /// + /// Sets the remaining movement to zero if exceed max movement iterations + /// + [Tooltip("Sets the remaining movement to zero if exceed max movement iterations")] + public bool KillRemainingMovementWhenExceedMaxMovementIterations = true; + + /// + /// Contains the current grounding information + /// + [System.NonSerialized] + public CharacterGroundingReport GroundingStatus = new CharacterGroundingReport(); + /// + /// Contains the previous grounding information + /// + [System.NonSerialized] + public CharacterTransientGroundingReport LastGroundingStatus = new CharacterTransientGroundingReport(); + /// + /// Specifies the LayerMask that the character's movement algorithm can detect collisions with. By default, this uses the rigidbody's layer's collision matrix + /// + [System.NonSerialized] + public LayerMask CollidableLayers = -1; + + /// + /// The Transform of the character motor + /// + public Transform Transform { get { return _transform; } } + private Transform _transform; + /// + /// The character's goal position in its movement calculations (always up-to-date during the character update phase) + /// + public Vector3 TransientPosition { get { return _transientPosition; } } + private Vector3 _transientPosition; + /// + /// The character's up direction (always up-to-date during the character update phase) + /// + public Vector3 CharacterUp { get { return _characterUp; } } + [Header("_characterUp")] + public Vector3 _characterUp; + /// + /// The character's forward direction (always up-to-date during the character update phase) + /// + public Vector3 CharacterForward { get { return _characterForward; } } + [Header("_characterForward")] + public Vector3 _characterForward; + /// + /// The character's right direction (always up-to-date during the character update phase) + /// + public Vector3 CharacterRight { get { return _characterRight; } } + [Header("_characterRight")] + public Vector3 _characterRight; + /// + /// The character's position before the movement calculations began + /// + public Vector3 InitialSimulationPosition { get { return _initialSimulationPosition; } } + private Vector3 _initialSimulationPosition; + /// + /// The character's rotation before the movement calculations began + /// + public Quaternion InitialSimulationRotation { get { return _initialSimulationRotation; } } + private Quaternion _initialSimulationRotation; + /// + /// Represents the Rigidbody to stay attached to + /// + public Rigidbody AttachedRigidbody { get { return _attachedRigidbody; } } + private Rigidbody _attachedRigidbody; + /// + /// Vector3 from the character transform position to the capsule center + /// + public Vector3 CharacterTransformToCapsuleCenter { get { return _characterTransformToCapsuleCenter; } } + private Vector3 _characterTransformToCapsuleCenter; + /// + /// Vector3 from the character transform position to the capsule bottom + /// + public Vector3 CharacterTransformToCapsuleBottom { get { return _characterTransformToCapsuleBottom; } } + private Vector3 _characterTransformToCapsuleBottom; + /// + /// Vector3 from the character transform position to the capsule top + /// + public Vector3 CharacterTransformToCapsuleTop { get { return _characterTransformToCapsuleTop; } } + private Vector3 _characterTransformToCapsuleTop; + /// + /// Vector3 from the character transform position to the capsule bottom hemi center + /// + public Vector3 CharacterTransformToCapsuleBottomHemi { get { return _characterTransformToCapsuleBottomHemi; } } + private Vector3 _characterTransformToCapsuleBottomHemi; + /// + /// Vector3 from the character transform position to the capsule top hemi center + /// + public Vector3 CharacterTransformToCapsuleTopHemi { get { return _characterTransformToCapsuleTopHemi; } } + private Vector3 _characterTransformToCapsuleTopHemi; + /// + /// The character's velocity resulting from standing on rigidbodies or PhysicsMover + /// + public Vector3 AttachedRigidbodyVelocity { get { return _attachedRigidbodyVelocity; } } + private Vector3 _attachedRigidbodyVelocity; + /// + /// The number of overlaps detected so far during character update (is reset at the beginning of the update) + /// + public int OverlapsCount { get { return _overlapsCount; } } + private int _overlapsCount; + /// + /// The overlaps detected so far during character update + /// + public OverlapResult[] Overlaps { get { return _overlaps; } } + private OverlapResult[] _overlaps = new OverlapResult[MaxRigidbodyOverlapsCount]; + + /// + /// The motor's assigned controller + /// + [NonSerialized] + public ICharacterController CharacterController; + /// + /// Did the motor's last swept collision detection find a ground? + /// + [NonSerialized] + public bool LastMovementIterationFoundAnyGround; + /// + /// Index of this motor in KinematicCharacterSystem arrays + /// + [NonSerialized] + public int IndexInCharacterSystem; + /// + /// Remembers initial position before all simulation are done + /// + [NonSerialized] + public Vector3 InitialTickPosition; + /// + /// Remembers initial rotation before all simulation are done + /// + [NonSerialized] + public Quaternion InitialTickRotation; + /// + /// Specifies a Rigidbody to stay attached to + /// + [NonSerialized] + public Rigidbody AttachedRigidbodyOverride; + /// + /// The character's velocity resulting from direct movement + /// + [NonSerialized] + public Vector3 BaseVelocity; + + // Private + private RaycastHit[] _internalCharacterHits = new RaycastHit[MaxHitsBudget]; + private Collider[] _internalProbedColliders = new Collider[MaxCollisionBudget]; + private List _rigidbodiesPushedThisMove = new List(16); + private RigidbodyProjectionHit[] _internalRigidbodyProjectionHits = new RigidbodyProjectionHit[MaxRigidbodyOverlapsCount]; + private Rigidbody _lastAttachedRigidbody; + private bool _solveMovementCollisions = true; + private bool _solveGrounding = true; + private bool _movePositionDirty = false; + private Vector3 _movePositionTarget = Vector3.zero; + private bool _moveRotationDirty = false; + private Quaternion _moveRotationTarget = Quaternion.identity; + private bool _lastSolvedOverlapNormalDirty = false; + private Vector3 _lastSolvedOverlapNormal = Vector3.forward; + private int _rigidbodyProjectionHitCount = 0; + private bool _isMovingFromAttachedRigidbody = false; + private bool _mustUnground = false; + private float _mustUngroundTimeCounter = 0f; + private Vector3 _cachedWorldUp = Vector3.up; + private Vector3 _cachedWorldForward = Vector3.forward; + private Vector3 _cachedWorldRight = Vector3.right; + private Vector3 _cachedZeroVector = Vector3.zero; + + private Quaternion _transientRotation; + /// + /// The character's goal rotation in its movement calculations (always up-to-date during the character update phase) + /// + public Quaternion TransientRotation + { + get + { + return _transientRotation; + } + private set + { + _transientRotation = value; + _characterUp = _transientRotation * _cachedWorldUp; + _characterForward = _transientRotation * _cachedWorldForward; + _characterRight = _transientRotation * _cachedWorldRight; + } + } + + /// + /// The character's total velocity, including velocity from standing on rigidbodies or PhysicsMover + /// + public Vector3 Velocity + { + get + { + return BaseVelocity + _attachedRigidbodyVelocity; + } + } + + // Warning: Don't touch these constants unless you know exactly what you're doing! + public const int MaxHitsBudget = 16; + public const int MaxCollisionBudget = 16; + public const int MaxGroundingSweepIterations = 2; + public const int MaxSteppingSweepIterations = 3; + public const int MaxRigidbodyOverlapsCount = 16; + public const float CollisionOffset = 0.01f; + public const float GroundProbeReboundDistance = 0.02f; + public const float MinimumGroundProbingDistance = 0.005f; + public const float GroundProbingBackstepDistance = 0.1f; + public const float SweepProbingBackstepDistance = 0.002f; + public const float SecondaryProbesVertical = 0.02f; + public const float SecondaryProbesHorizontal = 0.001f; + public const float MinVelocityMagnitude = 0.01f; + public const float SteppingForwardDistance = 0.03f; + public const float MinDistanceForLedge = 0.05f; + public const float CorrelationForVerticalObstruction = 0.01f; + public const float ExtraSteppingForwardDistance = 0.01f; + public const float ExtraStepHeightPadding = 0.01f; +#pragma warning restore 0414 + + private void OnEnable() + { + KinematicCharacterSystem.EnsureCreation(); + KinematicCharacterSystem.RegisterCharacterMotor(this); + } + + private void OnDisable() + { + KinematicCharacterSystem.UnregisterCharacterMotor(this); + } + + private void Reset() + { + ValidateData(); + } + + private void OnValidate() + { + ValidateData(); + } + + [ContextMenu("Remove Component")] + private void HandleRemoveComponent() + { + CapsuleCollider tmpCapsule = gameObject.GetComponent(); + DestroyImmediate(this); + DestroyImmediate(tmpCapsule); + } + + /// + /// Handle validating all required values + /// + public void ValidateData() + { + Capsule = GetComponent(); + CapsuleRadius = Mathf.Clamp(CapsuleRadius, 0f, CapsuleHeight * 0.5f); + Capsule.direction = 1; + Capsule.sharedMaterial = CapsulePhysicsMaterial; + SetCapsuleDimensions(CapsuleRadius, CapsuleHeight, CapsuleYOffset); + + MaxStepHeight = Mathf.Clamp(MaxStepHeight, 0f, Mathf.Infinity); + MinRequiredStepDepth = Mathf.Clamp(MinRequiredStepDepth, 0f, CapsuleRadius); + MaxStableDistanceFromLedge = Mathf.Clamp(MaxStableDistanceFromLedge, 0f, CapsuleRadius); + + transform.localScale = Vector3.one; + +#if UNITY_EDITOR + Capsule.hideFlags = HideFlags.NotEditable; + if (!Mathf.Approximately(transform.lossyScale.x, 1f) || !Mathf.Approximately(transform.lossyScale.y, 1f) || !Mathf.Approximately(transform.lossyScale.z, 1f)) + { + //WDebug.LogError("Character's lossy scale is not (1,1,1). This is not allowed. Make sure the character's transform and all of its parents have a (1,1,1) scale.", this.gameObject); + } +#endif + } + + /// + /// Sets whether or not the capsule collider will detect collisions + /// + public void SetCapsuleCollisionsActivation(bool collisionsActive) + { + Capsule.isTrigger = !collisionsActive; + } + + /// + /// Sets whether or not the motor will solve collisions when moving (or moved onto) + /// + public void SetMovementCollisionsSolvingActivation(bool movementCollisionsSolvingActive) + { + _solveMovementCollisions = movementCollisionsSolvingActive; + } + + /// + /// Sets whether or not grounding will be evaluated for all hits + /// + public void SetGroundSolvingActivation(bool stabilitySolvingActive) + { + _solveGrounding = stabilitySolvingActive; + } + + /// + /// Sets the character's position directly + /// + public void SetPosition(Vector3 position, bool bypassInterpolation = true) + { + _transform.position = position; + _initialSimulationPosition = position; + _transientPosition = position; + + if (bypassInterpolation) + { + InitialTickPosition = position; + } + } + + /// + /// Sets the character's rotation directly + /// + public void SetRotation(Quaternion rotation, bool bypassInterpolation = true) + { + _transform.rotation = rotation; + _initialSimulationRotation = rotation; + TransientRotation = rotation; + + if (bypassInterpolation) + { + InitialTickRotation = rotation; + } + } + + /// + /// Sets the character's position and rotation directly + /// + public void SetPositionAndRotation(Vector3 position, Quaternion rotation, bool bypassInterpolation = true) + { + _transform.SetPositionAndRotation(position, rotation); + _initialSimulationPosition = position; + _initialSimulationRotation = rotation; + _transientPosition = position; + TransientRotation = rotation; + + if (bypassInterpolation) + { + InitialTickPosition = position; + InitialTickRotation = rotation; + } + } + + /// + /// Moves the character position, taking all movement collision solving int account. The actual move is done the next time the motor updates are called + /// + public void MoveCharacter(Vector3 toPosition) + { + _movePositionDirty = true; + _movePositionTarget = toPosition; + } + + /// + /// Moves the character rotation. The actual move is done the next time the motor updates are called + /// + public void RotateCharacter(Quaternion toRotation) + { + _moveRotationDirty = true; + _moveRotationTarget = toRotation; + } + + /// + /// Returns all the state information of the motor that is pertinent for simulation + /// + public KinematicCharacterMotorState GetState() + { + KinematicCharacterMotorState state = new KinematicCharacterMotorState(); + + state.Position = _transientPosition; + state.Rotation = _transientRotation; + + state.BaseVelocity = BaseVelocity; + state.AttachedRigidbodyVelocity = _attachedRigidbodyVelocity; + + state.MustUnground = _mustUnground; + state.MustUngroundTime = _mustUngroundTimeCounter; + state.LastMovementIterationFoundAnyGround = LastMovementIterationFoundAnyGround; + state.GroundingStatus.CopyFrom(GroundingStatus); + state.AttachedRigidbody = _attachedRigidbody; + + return state; + } + + /// + /// Applies a motor state instantly + /// + public void ApplyState(KinematicCharacterMotorState state, bool bypassInterpolation = true) + { + SetPositionAndRotation(state.Position, state.Rotation, bypassInterpolation); + + BaseVelocity = state.BaseVelocity; + _attachedRigidbodyVelocity = state.AttachedRigidbodyVelocity; + + _mustUnground = state.MustUnground; + _mustUngroundTimeCounter = state.MustUngroundTime; + LastMovementIterationFoundAnyGround = state.LastMovementIterationFoundAnyGround; + GroundingStatus.CopyFrom(state.GroundingStatus); + _attachedRigidbody = state.AttachedRigidbody; + } + + /// + /// Resizes capsule. ALso caches importand capsule size data + /// + public void SetCapsuleDimensions(float radius, float height, float yOffset) + { + height = Mathf.Max(height, (radius * 2f) + 0.01f); // Safety to prevent invalid capsule geometries + + CapsuleRadius = radius; + CapsuleHeight = height; + CapsuleYOffset = yOffset; + + Capsule.radius = CapsuleRadius; + Capsule.height = Mathf.Clamp(CapsuleHeight, CapsuleRadius * 2f, CapsuleHeight); + Capsule.center = new Vector3(0f, CapsuleYOffset, 0f); + + _characterTransformToCapsuleCenter = Capsule.center; + _characterTransformToCapsuleBottom = Capsule.center + (-_cachedWorldUp * (Capsule.height * 0.5f)); + _characterTransformToCapsuleTop = Capsule.center + (_cachedWorldUp * (Capsule.height * 0.5f)); + _characterTransformToCapsuleBottomHemi = Capsule.center + (-_cachedWorldUp * (Capsule.height * 0.5f)) + (_cachedWorldUp * Capsule.radius); + _characterTransformToCapsuleTopHemi = Capsule.center + (_cachedWorldUp * (Capsule.height * 0.5f)) + (-_cachedWorldUp * Capsule.radius); + } + + private void Awake() + { + _transform = this.transform; + ValidateData(); + + _transientPosition = _transform.position; + TransientRotation = _transform.rotation; + + // Build CollidableLayers mask + CollidableLayers = 0; + for (int i = 0; i < 32; i++) + { + if (!Physics.GetIgnoreLayerCollision(this.gameObject.layer, i)) + { + CollidableLayers |= (1 << i); + } + } + + SetCapsuleDimensions(CapsuleRadius, CapsuleHeight, CapsuleYOffset); + } + + /// + /// Update phase 1 is meant to be called after physics movers have calculated their velocities, but + /// before they have simulated their goal positions/rotations. It is responsible for: + /// - Initializing all values for update + /// - Handling MovePosition calls + /// - Solving initial collision overlaps + /// - Ground probing + /// - Handle detecting potential interactable rigidbodies + /// + public void UpdatePhase1(float deltaTime) + { + // NaN propagation safety stop + if (float.IsNaN(BaseVelocity.x) || float.IsNaN(BaseVelocity.y) || float.IsNaN(BaseVelocity.z)) + { + BaseVelocity = Vector3.zero; + } + if (float.IsNaN(_attachedRigidbodyVelocity.x) || float.IsNaN(_attachedRigidbodyVelocity.y) || float.IsNaN(_attachedRigidbodyVelocity.z)) + { + _attachedRigidbodyVelocity = Vector3.zero; + } + +#if UNITY_EDITOR + if (!Mathf.Approximately(_transform.lossyScale.x, 1f) || !Mathf.Approximately(_transform.lossyScale.y, 1f) || !Mathf.Approximately(_transform.lossyScale.z, 1f)) + { + //WDebug.LogError("Character's lossy scale is not (1,1,1). This is not allowed. Make sure the character's transform and all of its parents have a (1,1,1) scale.", this.gameObject); + } +#endif + + _rigidbodiesPushedThisMove.Clear(); + + // Before update + CharacterController.BeforeCharacterUpdate(deltaTime); + + _transientPosition = _transform.position; + TransientRotation = _transform.rotation; + _initialSimulationPosition = _transientPosition; + _initialSimulationRotation = _transientRotation; + _rigidbodyProjectionHitCount = 0; + _overlapsCount = 0; + _lastSolvedOverlapNormalDirty = false; + + #region Handle Move Position + if (_movePositionDirty) + { + if (_solveMovementCollisions) + { + Vector3 tmpVelocity = GetVelocityFromMovement(_movePositionTarget - _transientPosition, deltaTime); + if (InternalCharacterMove(ref tmpVelocity, deltaTime)) + { + if (InteractiveRigidbodyHandling) + { + ProcessVelocityForRigidbodyHits(ref tmpVelocity, deltaTime); + } + } + } + else + { + _transientPosition = _movePositionTarget; + } + + _movePositionDirty = false; + } + #endregion + + LastGroundingStatus.CopyFrom(GroundingStatus); + GroundingStatus = new CharacterGroundingReport(); + GroundingStatus.GroundNormal = _characterUp; + + if (_solveMovementCollisions) + { + #region Resolve initial overlaps + Vector3 resolutionDirection = _cachedWorldUp; + float resolutionDistance = 0f; + int iterationsMade = 0; + bool overlapSolved = false; + while (iterationsMade < MaxDecollisionIterations && !overlapSolved) + { + int nbOverlaps = CharacterCollisionsOverlap(_transientPosition, _transientRotation, _internalProbedColliders); + + if (nbOverlaps > 0) + { + // Solve overlaps that aren't against dynamic rigidbodies or physics movers + for (int i = 0; i < nbOverlaps; i++) + { + if (GetInteractiveRigidbody(_internalProbedColliders[i]) == null) + { + // Process overlap + Transform overlappedTransform = _internalProbedColliders[i].GetComponent(); + if (Physics.ComputePenetration( + Capsule, + _transientPosition, + _transientRotation, + _internalProbedColliders[i], + overlappedTransform.position, + overlappedTransform.rotation, + out resolutionDirection, + out resolutionDistance)) + { + // Resolve along obstruction direction + HitStabilityReport mockReport = new HitStabilityReport(); + mockReport.IsStable = IsStableOnNormal(resolutionDirection); + resolutionDirection = GetObstructionNormal(resolutionDirection, mockReport.IsStable); + + // Solve overlap + Vector3 resolutionMovement = resolutionDirection * (resolutionDistance + CollisionOffset); + _transientPosition += resolutionMovement; + + // Remember overlaps + if (_overlapsCount < _overlaps.Length) + { + _overlaps[_overlapsCount] = new OverlapResult(resolutionDirection, _internalProbedColliders[i]); + _overlapsCount++; + } + + break; + } + } + } + } + else + { + overlapSolved = true; + } + + iterationsMade++; + } + #endregion + } + + #region Ground Probing and Snapping + // Handle ungrounding + if (_solveGrounding) + { + if (MustUnground()) + { + _transientPosition += _characterUp * (MinimumGroundProbingDistance * 1.5f); + } + else + { + // Choose the appropriate ground probing distance + float selectedGroundProbingDistance = MinimumGroundProbingDistance; + if (!LastGroundingStatus.SnappingPrevented && (LastGroundingStatus.IsStableOnGround || LastMovementIterationFoundAnyGround)) + { + if (StepHandling != StepHandlingMethod.None) + { + selectedGroundProbingDistance = Mathf.Max(CapsuleRadius, MaxStepHeight); + } + else + { + selectedGroundProbingDistance = CapsuleRadius; + } + + selectedGroundProbingDistance += GroundDetectionExtraDistance; + } + + ProbeGround(ref _transientPosition, _transientRotation, selectedGroundProbingDistance, ref GroundingStatus); + + if (!LastGroundingStatus.IsStableOnGround && GroundingStatus.IsStableOnGround) + { + // Handle stable landing + BaseVelocity = Vector3.ProjectOnPlane(BaseVelocity, CharacterUp); + BaseVelocity = GetDirectionTangentToSurface(BaseVelocity, GroundingStatus.GroundNormal) * BaseVelocity.magnitude; + } + } + } + + LastMovementIterationFoundAnyGround = false; + + if (_mustUngroundTimeCounter > 0f) + { + _mustUngroundTimeCounter -= deltaTime; + } + _mustUnground = false; + #endregion + + if (_solveGrounding) + { + CharacterController.PostGroundingUpdate(deltaTime); + } + + if (InteractiveRigidbodyHandling) + { + #region Interactive Rigidbody Handling + _lastAttachedRigidbody = _attachedRigidbody; + if (AttachedRigidbodyOverride) + { + _attachedRigidbody = AttachedRigidbodyOverride; + } + else + { + // Detect interactive rigidbodies from grounding + if (GroundingStatus.IsStableOnGround && GroundingStatus.GroundCollider.attachedRigidbody) + { + Rigidbody interactiveRigidbody = GetInteractiveRigidbody(GroundingStatus.GroundCollider); + if (interactiveRigidbody) + { + _attachedRigidbody = interactiveRigidbody; + } + } + else + { + _attachedRigidbody = null; + } + } + + Vector3 tmpVelocityFromCurrentAttachedRigidbody = Vector3.zero; + Vector3 tmpAngularVelocityFromCurrentAttachedRigidbody = Vector3.zero; + if (_attachedRigidbody) + { + GetVelocityFromRigidbodyMovement(_attachedRigidbody, _transientPosition, deltaTime, out tmpVelocityFromCurrentAttachedRigidbody, out tmpAngularVelocityFromCurrentAttachedRigidbody); + } + + // Conserve momentum when de-stabilized from an attached rigidbody + if (PreserveAttachedRigidbodyMomentum && _lastAttachedRigidbody != null && _attachedRigidbody != _lastAttachedRigidbody) + { + BaseVelocity += _attachedRigidbodyVelocity; + BaseVelocity -= tmpVelocityFromCurrentAttachedRigidbody; + } + + // Process additionnal Velocity from attached rigidbody + _attachedRigidbodyVelocity = _cachedZeroVector; + if (_attachedRigidbody) + { + _attachedRigidbodyVelocity = tmpVelocityFromCurrentAttachedRigidbody; + + // Rotation from attached rigidbody + Vector3 newForward = Vector3.ProjectOnPlane(Quaternion.Euler(Mathf.Rad2Deg * tmpAngularVelocityFromCurrentAttachedRigidbody * deltaTime) * _characterForward, _characterUp).normalized; + TransientRotation = Quaternion.LookRotation(newForward, _characterUp); + } + + // Cancel out horizontal velocity upon landing on an attached rigidbody + if (GroundingStatus.GroundCollider && + GroundingStatus.GroundCollider.attachedRigidbody && + GroundingStatus.GroundCollider.attachedRigidbody == _attachedRigidbody && + _attachedRigidbody != null && + _lastAttachedRigidbody == null) + { + BaseVelocity -= Vector3.ProjectOnPlane(_attachedRigidbodyVelocity, _characterUp); + } + + // Movement from Attached Rigidbody + if (_attachedRigidbodyVelocity.sqrMagnitude > 0f) + { + _isMovingFromAttachedRigidbody = true; + + if (_solveMovementCollisions) + { + // Perform the move from rgdbdy velocity + InternalCharacterMove(ref _attachedRigidbodyVelocity, deltaTime); + } + else + { + _transientPosition += _attachedRigidbodyVelocity * deltaTime; + } + + _isMovingFromAttachedRigidbody = false; + } + #endregion + } + } + + /// + /// Update phase 2 is meant to be called after physics movers have simulated their goal positions/rotations. + /// At the end of this, the TransientPosition/Rotation values will be up-to-date with where the motor should be at the end of its move. + /// It is responsible for: + /// - Solving Rotation + /// - Handle MoveRotation calls + /// - Solving potential attached rigidbody overlaps + /// - Solving Velocity + /// - Applying planar constraint + /// + public void UpdatePhase2(float deltaTime) + { + // Handle rotation + CharacterController.UpdateRotation(ref _transientRotation, deltaTime); + TransientRotation = _transientRotation; + + // Handle move rotation + if (_moveRotationDirty) + { + TransientRotation = _moveRotationTarget; + _moveRotationDirty = false; + } + + if (_solveMovementCollisions && InteractiveRigidbodyHandling) + { + if (InteractiveRigidbodyHandling) + { + #region Solve potential attached rigidbody overlap + if (_attachedRigidbody) + { + float upwardsOffset = Capsule.radius; + + RaycastHit closestHit; + if (CharacterGroundSweep( + _transientPosition + (_characterUp * upwardsOffset), + _transientRotation, + -_characterUp, + upwardsOffset, + out closestHit)) + { + if (closestHit.collider.attachedRigidbody == _attachedRigidbody && IsStableOnNormal(closestHit.normal)) + { + float distanceMovedUp = (upwardsOffset - closestHit.distance); + _transientPosition = _transientPosition + (_characterUp * distanceMovedUp) + (_characterUp * CollisionOffset); + } + } + } + #endregion + } + + if (InteractiveRigidbodyHandling) + { + #region Resolve overlaps that could've been caused by rotation or physics movers simulation pushing the character + Vector3 resolutionDirection = _cachedWorldUp; + float resolutionDistance = 0f; + int iterationsMade = 0; + bool overlapSolved = false; + while (iterationsMade < MaxDecollisionIterations && !overlapSolved) + { + int nbOverlaps = CharacterCollisionsOverlap(_transientPosition, _transientRotation, _internalProbedColliders); + if (nbOverlaps > 0) + { + for (int i = 0; i < nbOverlaps; i++) + { + // Process overlap + Transform overlappedTransform = _internalProbedColliders[i].GetComponent(); + if (Physics.ComputePenetration( + Capsule, + _transientPosition, + _transientRotation, + _internalProbedColliders[i], + overlappedTransform.position, + overlappedTransform.rotation, + out resolutionDirection, + out resolutionDistance)) + { + // Resolve along obstruction direction + HitStabilityReport mockReport = new HitStabilityReport(); + mockReport.IsStable = IsStableOnNormal(resolutionDirection); + resolutionDirection = GetObstructionNormal(resolutionDirection, mockReport.IsStable); + + // Solve overlap + Vector3 resolutionMovement = resolutionDirection * (resolutionDistance + CollisionOffset); + _transientPosition += resolutionMovement; + + // If interactiveRigidbody, register as rigidbody hit for velocity + if (InteractiveRigidbodyHandling) + { + Rigidbody probedRigidbody = GetInteractiveRigidbody(_internalProbedColliders[i]); + if (probedRigidbody != null) + { + HitStabilityReport tmpReport = new HitStabilityReport(); + tmpReport.IsStable = IsStableOnNormal(resolutionDirection); + if (tmpReport.IsStable) + { + LastMovementIterationFoundAnyGround = tmpReport.IsStable; + } + if (probedRigidbody != _attachedRigidbody) + { + Vector3 characterCenter = _transientPosition + (_transientRotation * _characterTransformToCapsuleCenter); + Vector3 estimatedCollisionPoint = _transientPosition; + + + StoreRigidbodyHit( + probedRigidbody, + Velocity, + estimatedCollisionPoint, + resolutionDirection, + tmpReport); + } + } + } + + // Remember overlaps + if (_overlapsCount < _overlaps.Length) + { + _overlaps[_overlapsCount] = new OverlapResult(resolutionDirection, _internalProbedColliders[i]); + _overlapsCount++; + } + + break; + } + } + } + else + { + overlapSolved = true; + } + + iterationsMade++; + } + #endregion + } + } + + // Handle velocity + CharacterController.UpdateVelocity(ref BaseVelocity, deltaTime); + + //this.CharacterController.UpdateVelocity(ref BaseVelocity, deltaTime); + if (BaseVelocity.magnitude < MinVelocityMagnitude) + { + BaseVelocity = Vector3.zero; + } + + #region Calculate Character movement from base velocity + // Perform the move from base velocity + if (BaseVelocity.sqrMagnitude > 0f) + { + if (_solveMovementCollisions) + { + InternalCharacterMove(ref BaseVelocity, deltaTime); + } + else + { + _transientPosition += BaseVelocity * deltaTime; + } + } + + // Process rigidbody hits/overlaps to affect velocity + if (InteractiveRigidbodyHandling) + { + ProcessVelocityForRigidbodyHits(ref BaseVelocity, deltaTime); + } + #endregion + + // Handle planar constraint + if (HasPlanarConstraint) + { + _transientPosition = _initialSimulationPosition + Vector3.ProjectOnPlane(_transientPosition - _initialSimulationPosition, PlanarConstraintAxis.normalized); + } + + // Discrete collision detection + if (DiscreteCollisionEvents) + { + int nbOverlaps = CharacterCollisionsOverlap(_transientPosition, _transientRotation, _internalProbedColliders, CollisionOffset * 2f); + for (int i = 0; i < nbOverlaps; i++) + { + CharacterController.OnDiscreteCollisionDetected(_internalProbedColliders[i]); + } + } + + CharacterController.AfterCharacterUpdate(deltaTime); + } + + /// + /// Determines if motor can be considered stable on given slope normal + /// + private bool IsStableOnNormal(Vector3 normal) + { + return Vector3.Angle(_characterUp, normal) <= MaxStableSlopeAngle; + } + + /// + /// Determines if motor can be considered stable on given slope normal + /// + private bool IsStableWithSpecialCases(ref HitStabilityReport stabilityReport, Vector3 velocity) + { + if (LedgeAndDenivelationHandling) + { + if (stabilityReport.LedgeDetected) + { + if (stabilityReport.IsMovingTowardsEmptySideOfLedge) + { + // Max snap vel + Vector3 velocityOnLedgeNormal = Vector3.Project(velocity, stabilityReport.LedgeFacingDirection); + if (velocityOnLedgeNormal.magnitude >= MaxVelocityForLedgeSnap) + { + return false; + } + } + + // Distance from ledge + if (stabilityReport.IsOnEmptySideOfLedge && stabilityReport.DistanceFromLedge > MaxStableDistanceFromLedge) + { + return false; + } + } + + // "Launching" off of slopes of a certain denivelation angle + if (LastGroundingStatus.FoundAnyGround && stabilityReport.InnerNormal.sqrMagnitude != 0f && stabilityReport.OuterNormal.sqrMagnitude != 0f) + { + float denivelationAngle = Vector3.Angle(stabilityReport.InnerNormal, stabilityReport.OuterNormal); + if (denivelationAngle > MaxStableDenivelationAngle) + { + return false; + } + else + { + denivelationAngle = Vector3.Angle(LastGroundingStatus.InnerGroundNormal, stabilityReport.OuterNormal); + if (denivelationAngle > MaxStableDenivelationAngle) + { + return false; + } + } + } + } + + return true; + } + + /// + /// Probes for valid ground and midifies the input transientPosition if ground snapping occurs + /// + public void ProbeGround(ref Vector3 probingPosition, Quaternion atRotation, float probingDistance, ref CharacterGroundingReport groundingReport) + { + if (probingDistance < MinimumGroundProbingDistance) + { + probingDistance = MinimumGroundProbingDistance; + } + + int groundSweepsMade = 0; + RaycastHit groundSweepHit = new RaycastHit(); + bool groundSweepingIsOver = false; + Vector3 groundSweepPosition = probingPosition; + Vector3 groundSweepDirection = (atRotation * -_cachedWorldUp); + float groundProbeDistanceRemaining = probingDistance; + while (groundProbeDistanceRemaining > 0 && (groundSweepsMade <= MaxGroundingSweepIterations) && !groundSweepingIsOver) + { + // Sweep for ground detection + if (CharacterGroundSweep( + groundSweepPosition, // position + atRotation, // rotation + groundSweepDirection, // direction + groundProbeDistanceRemaining, // distance + out groundSweepHit)) // hit + { + Vector3 targetPosition = groundSweepPosition + (groundSweepDirection * groundSweepHit.distance); + HitStabilityReport groundHitStabilityReport = new HitStabilityReport(); + EvaluateHitStability(groundSweepHit.collider, groundSweepHit.normal, groundSweepHit.point, targetPosition, _transientRotation, BaseVelocity, ref groundHitStabilityReport); + + groundingReport.FoundAnyGround = true; + groundingReport.GroundNormal = groundSweepHit.normal; + groundingReport.InnerGroundNormal = groundHitStabilityReport.InnerNormal; + groundingReport.OuterGroundNormal = groundHitStabilityReport.OuterNormal; + groundingReport.GroundCollider = groundSweepHit.collider; + groundingReport.GroundPoint = groundSweepHit.point; + groundingReport.SnappingPrevented = false; + + // Found stable ground + if (groundHitStabilityReport.IsStable) + { + // Find all scenarios where ground snapping should be canceled + groundingReport.SnappingPrevented = !IsStableWithSpecialCases(ref groundHitStabilityReport, BaseVelocity); + + groundingReport.IsStableOnGround = true; + + // Ground snapping + if (!groundingReport.SnappingPrevented) + { + probingPosition = groundSweepPosition + (groundSweepDirection * (groundSweepHit.distance - CollisionOffset)); + } + + CharacterController.OnGroundHit(groundSweepHit.collider, groundSweepHit.normal, groundSweepHit.point, ref groundHitStabilityReport); + groundSweepingIsOver = true; + } + else + { + // Calculate movement from this iteration and advance position + Vector3 sweepMovement = (groundSweepDirection * groundSweepHit.distance) + ((atRotation * _cachedWorldUp) * Mathf.Max(CollisionOffset, groundSweepHit.distance)); + groundSweepPosition = groundSweepPosition + sweepMovement; + + // Set remaining distance + groundProbeDistanceRemaining = Mathf.Min(GroundProbeReboundDistance, Mathf.Max(groundProbeDistanceRemaining - sweepMovement.magnitude, 0f)); + + // Reorient direction + groundSweepDirection = Vector3.ProjectOnPlane(groundSweepDirection, groundSweepHit.normal).normalized; + } + } + else + { + groundSweepingIsOver = true; + } + + groundSweepsMade++; + } + } + + /// + /// Forces the character to unground itself on its next grounding update + /// + public void ForceUnground(float time = 0.1f) + { + _mustUnground = true; + _mustUngroundTimeCounter = time; + } + + public bool MustUnground() + { + return _mustUnground || _mustUngroundTimeCounter > 0f; + } + + /// + /// Returns the direction adjusted to be tangent to a specified surface normal relatively to the character's up direction. + /// Useful for reorienting a direction on a slope without any lateral deviation in trajectory + /// + public Vector3 GetDirectionTangentToSurface(Vector3 direction, Vector3 surfaceNormal) + { + Vector3 directionRight = Vector3.Cross(direction, _characterUp); + return Vector3.Cross(surfaceNormal, directionRight).normalized; + } + + /// + /// Moves the character's position by given movement while taking into account all physics simulation, step-handling and + /// velocity projection rules that affect the character motor + /// + /// Returns false if movement could not be solved until the end + private bool InternalCharacterMove(ref Vector3 transientVelocity, float deltaTime) + { + if (deltaTime <= 0f) + return false; + + // Planar constraint + if (HasPlanarConstraint) + { + transientVelocity = Vector3.ProjectOnPlane(transientVelocity, PlanarConstraintAxis.normalized); + } + + bool wasCompleted = true; + Vector3 remainingMovementDirection = transientVelocity.normalized; + float remainingMovementMagnitude = transientVelocity.magnitude * deltaTime; + Vector3 originalVelocityDirection = remainingMovementDirection; + int sweepsMade = 0; + bool hitSomethingThisSweepIteration = true; + Vector3 tmpMovedPosition = _transientPosition; + bool previousHitIsStable = false; + Vector3 previousVelocity = _cachedZeroVector; + Vector3 previousObstructionNormal = _cachedZeroVector; + MovementSweepState sweepState = MovementSweepState.Initial; + + // Project movement against current overlaps before doing the sweeps + for (int i = 0; i < _overlapsCount; i++) + { + Vector3 overlapNormal = _overlaps[i].Normal; + if (Vector3.Dot(remainingMovementDirection, overlapNormal) < 0f) + { + bool stableOnHit = IsStableOnNormal(overlapNormal) && !MustUnground(); + Vector3 velocityBeforeProjection = transientVelocity; + Vector3 obstructionNormal = GetObstructionNormal(overlapNormal, stableOnHit); + + InternalHandleVelocityProjection( + stableOnHit, + overlapNormal, + obstructionNormal, + originalVelocityDirection, + ref sweepState, + previousHitIsStable, + previousVelocity, + previousObstructionNormal, + ref transientVelocity, + ref remainingMovementMagnitude, + ref remainingMovementDirection); + + previousHitIsStable = stableOnHit; + previousVelocity = velocityBeforeProjection; + previousObstructionNormal = obstructionNormal; + } + } + + // Sweep the desired movement to detect collisions + while (remainingMovementMagnitude > 0f && + (sweepsMade <= MaxMovementIterations) && + hitSomethingThisSweepIteration) + { + bool foundClosestHit = false; + Vector3 closestSweepHitPoint = default; + Vector3 closestSweepHitNormal = default; + float closestSweepHitDistance = 0f; + Collider closestSweepHitCollider = null; + + if (CheckMovementInitialOverlaps) + { + int numOverlaps = CharacterCollisionsOverlap( + tmpMovedPosition, + _transientRotation, + _internalProbedColliders, + 0f, + false); + if (numOverlaps > 0) + { + closestSweepHitDistance = 0f; + + float mostObstructingOverlapNormalDotProduct = 2f; + + for (int i = 0; i < numOverlaps; i++) + { + Collider tmpCollider = _internalProbedColliders[i]; + + if (Physics.ComputePenetration( + Capsule, + tmpMovedPosition, + _transientRotation, + tmpCollider, + tmpCollider.transform.position, + tmpCollider.transform.rotation, + out Vector3 resolutionDirection, + out float resolutionDistance)) + { + float dotProduct = Vector3.Dot(remainingMovementDirection, resolutionDirection); + if (dotProduct < 0f && dotProduct < mostObstructingOverlapNormalDotProduct) + { + mostObstructingOverlapNormalDotProduct = dotProduct; + + closestSweepHitNormal = resolutionDirection; + closestSweepHitCollider = tmpCollider; + closestSweepHitPoint = tmpMovedPosition + (_transientRotation * CharacterTransformToCapsuleCenter) + (resolutionDirection * resolutionDistance); + + foundClosestHit = true; + } + } + } + } + } + + if (!foundClosestHit && CharacterCollisionsSweep( + tmpMovedPosition, // position + _transientRotation, // rotation + remainingMovementDirection, // direction + remainingMovementMagnitude + CollisionOffset, // distance + out RaycastHit closestSweepHit, // closest hit + _internalCharacterHits) // all hits + > 0) + { + closestSweepHitNormal = closestSweepHit.normal; + closestSweepHitDistance = closestSweepHit.distance; + closestSweepHitCollider = closestSweepHit.collider; + closestSweepHitPoint = closestSweepHit.point; + + foundClosestHit = true; + } + + if (foundClosestHit) + { + // Calculate movement from this iteration + Vector3 sweepMovement = (remainingMovementDirection * (Mathf.Max(0f, closestSweepHitDistance - CollisionOffset))); + tmpMovedPosition += sweepMovement; + remainingMovementMagnitude -= sweepMovement.magnitude; + + // Evaluate if hit is stable + HitStabilityReport moveHitStabilityReport = new HitStabilityReport(); + EvaluateHitStability(closestSweepHitCollider, closestSweepHitNormal, closestSweepHitPoint, tmpMovedPosition, _transientRotation, transientVelocity, ref moveHitStabilityReport); + + // Handle stepping up steps points higher than bottom capsule radius + bool foundValidStepHit = false; + if (_solveGrounding && StepHandling != StepHandlingMethod.None && moveHitStabilityReport.ValidStepDetected) + { + float obstructionCorrelation = Mathf.Abs(Vector3.Dot(closestSweepHitNormal, _characterUp)); + if (obstructionCorrelation <= CorrelationForVerticalObstruction) + { + Vector3 stepForwardDirection = Vector3.ProjectOnPlane(-closestSweepHitNormal, _characterUp).normalized; + Vector3 stepCastStartPoint = (tmpMovedPosition + (stepForwardDirection * SteppingForwardDistance)) + + (_characterUp * MaxStepHeight); + + // Cast downward from the top of the stepping height + int nbStepHits = CharacterCollisionsSweep( + stepCastStartPoint, // position + _transientRotation, // rotation + -_characterUp, // direction + MaxStepHeight, // distance + out RaycastHit closestStepHit, // closest hit + _internalCharacterHits, + 0f, + true); // all hits + + // Check for hit corresponding to stepped collider + for (int i = 0; i < nbStepHits; i++) + { + if (_internalCharacterHits[i].collider == moveHitStabilityReport.SteppedCollider) + { + Vector3 endStepPosition = stepCastStartPoint + (-_characterUp * (_internalCharacterHits[i].distance - CollisionOffset)); + tmpMovedPosition = endStepPosition; + foundValidStepHit = true; + + // Project velocity on ground normal at step + transientVelocity = Vector3.ProjectOnPlane(transientVelocity, CharacterUp); + remainingMovementDirection = transientVelocity.normalized; + + break; + } + } + } + } + + // Handle movement solving + if (!foundValidStepHit) + { + Vector3 obstructionNormal = GetObstructionNormal(closestSweepHitNormal, moveHitStabilityReport.IsStable); + + // Movement hit callback + CharacterController.OnMovementHit(closestSweepHitCollider, closestSweepHitNormal, closestSweepHitPoint, ref moveHitStabilityReport); + + // Handle remembering rigidbody hits + if (InteractiveRigidbodyHandling && closestSweepHitCollider.attachedRigidbody) + { + StoreRigidbodyHit( + closestSweepHitCollider.attachedRigidbody, + transientVelocity, + closestSweepHitPoint, + obstructionNormal, + moveHitStabilityReport); + } + + bool stableOnHit = moveHitStabilityReport.IsStable && !MustUnground(); + Vector3 velocityBeforeProj = transientVelocity; + + // Project velocity for next iteration + InternalHandleVelocityProjection( + stableOnHit, + closestSweepHitNormal, + obstructionNormal, + originalVelocityDirection, + ref sweepState, + previousHitIsStable, + previousVelocity, + previousObstructionNormal, + ref transientVelocity, + ref remainingMovementMagnitude, + ref remainingMovementDirection); + + previousHitIsStable = stableOnHit; + previousVelocity = velocityBeforeProj; + previousObstructionNormal = obstructionNormal; + } + } + // If we hit nothing... + else + { + hitSomethingThisSweepIteration = false; + } + + // Safety for exceeding max sweeps allowed + sweepsMade++; + if (sweepsMade > MaxMovementIterations) + { + if (KillRemainingMovementWhenExceedMaxMovementIterations) + { + remainingMovementMagnitude = 0f; + } + + if (KillVelocityWhenExceedMaxMovementIterations) + { + transientVelocity = Vector3.zero; + } + wasCompleted = false; + } + } + + // Move position for the remainder of the movement + tmpMovedPosition += (remainingMovementDirection * remainingMovementMagnitude); + _transientPosition = tmpMovedPosition; + + return wasCompleted; + } + + /// + /// Gets the effective normal for movement obstruction depending on current grounding status + /// + private Vector3 GetObstructionNormal(Vector3 hitNormal, bool stableOnHit) + { + // Find hit/obstruction/offset normal + Vector3 obstructionNormal = hitNormal; + if (GroundingStatus.IsStableOnGround && !MustUnground() && !stableOnHit) + { + Vector3 obstructionLeftAlongGround = Vector3.Cross(GroundingStatus.GroundNormal, obstructionNormal).normalized; + obstructionNormal = Vector3.Cross(obstructionLeftAlongGround, _characterUp).normalized; + } + + // Catch cases where cross product between parallel normals returned 0 + if (obstructionNormal.sqrMagnitude == 0f) + { + obstructionNormal = hitNormal; + } + + return obstructionNormal; + } + + /// + /// Remembers a rigidbody hit for processing later + /// + private void StoreRigidbodyHit(Rigidbody hitRigidbody, Vector3 hitVelocity, Vector3 hitPoint, Vector3 obstructionNormal, HitStabilityReport hitStabilityReport) + { + if (_rigidbodyProjectionHitCount < _internalRigidbodyProjectionHits.Length) + { + if (!hitRigidbody.GetComponent()) + { + RigidbodyProjectionHit rph = new RigidbodyProjectionHit(); + rph.Rigidbody = hitRigidbody; + rph.HitPoint = hitPoint; + rph.EffectiveHitNormal = obstructionNormal; + rph.HitVelocity = hitVelocity; + rph.StableOnHit = hitStabilityReport.IsStable; + + _internalRigidbodyProjectionHits[_rigidbodyProjectionHitCount] = rph; + _rigidbodyProjectionHitCount++; + } + } + } + + public void SetTransientPosition(Vector3 newPos) + { + _transientPosition = newPos; + } + + /// + /// Processes movement projection upon detecting a hit + /// + private void InternalHandleVelocityProjection(bool stableOnHit, Vector3 hitNormal, Vector3 obstructionNormal, Vector3 originalDirection, + ref MovementSweepState sweepState, bool previousHitIsStable, Vector3 previousVelocity, Vector3 previousObstructionNormal, + ref Vector3 transientVelocity, ref float remainingMovementMagnitude, ref Vector3 remainingMovementDirection) + { + if (transientVelocity.sqrMagnitude <= 0f) + { + return; + } + + Vector3 velocityBeforeProjection = transientVelocity; + + if (stableOnHit) + { + LastMovementIterationFoundAnyGround = true; + HandleVelocityProjection(ref transientVelocity, obstructionNormal, stableOnHit); + } + else + { + // Handle projection + if (sweepState == MovementSweepState.Initial) + { + HandleVelocityProjection(ref transientVelocity, obstructionNormal, stableOnHit); + sweepState = MovementSweepState.AfterFirstHit; + } + // Blocking crease handling + else if (sweepState == MovementSweepState.AfterFirstHit) + { + EvaluateCrease( + transientVelocity, + previousVelocity, + obstructionNormal, + previousObstructionNormal, + stableOnHit, + previousHitIsStable, + GroundingStatus.IsStableOnGround && !MustUnground(), + out bool foundCrease, + out Vector3 creaseDirection); + + if (foundCrease) + { + if (GroundingStatus.IsStableOnGround && !MustUnground()) + { + transientVelocity = Vector3.zero; + sweepState = MovementSweepState.FoundBlockingCorner; + } + else + { + transientVelocity = Vector3.Project(transientVelocity, creaseDirection); + sweepState = MovementSweepState.FoundBlockingCrease; + } + } + else + { + HandleVelocityProjection(ref transientVelocity, obstructionNormal, stableOnHit); + } + } + // Blocking corner handling + else if (sweepState == MovementSweepState.FoundBlockingCrease) + { + transientVelocity = Vector3.zero; + sweepState = MovementSweepState.FoundBlockingCorner; + } + } + + if (HasPlanarConstraint) + { + transientVelocity = Vector3.ProjectOnPlane(transientVelocity, PlanarConstraintAxis.normalized); + } + + float newVelocityFactor = transientVelocity.magnitude / velocityBeforeProjection.magnitude; + remainingMovementMagnitude *= newVelocityFactor; + remainingMovementDirection = transientVelocity.normalized; + } + + private void EvaluateCrease( + Vector3 currentCharacterVelocity, + Vector3 previousCharacterVelocity, + Vector3 currentHitNormal, + Vector3 previousHitNormal, + bool currentHitIsStable, + bool previousHitIsStable, + bool characterIsStable, + out bool isValidCrease, + out Vector3 creaseDirection) + { + isValidCrease = false; + creaseDirection = default; + + if (!characterIsStable || !currentHitIsStable || !previousHitIsStable) + { + Vector3 tmpBlockingCreaseDirection = Vector3.Cross(currentHitNormal, previousHitNormal).normalized; + float dotPlanes = Vector3.Dot(currentHitNormal, previousHitNormal); + bool isVelocityConstrainedByCrease = false; + + // Avoid calculations if the two planes are the same + if (dotPlanes < 0.999f) + { + // TODO: can this whole part be made simpler? (with 2d projections, etc) + Vector3 normalAOnCreasePlane = Vector3.ProjectOnPlane(currentHitNormal, tmpBlockingCreaseDirection).normalized; + Vector3 normalBOnCreasePlane = Vector3.ProjectOnPlane(previousHitNormal, tmpBlockingCreaseDirection).normalized; + float dotPlanesOnCreasePlane = Vector3.Dot(normalAOnCreasePlane, normalBOnCreasePlane); + + Vector3 enteringVelocityDirectionOnCreasePlane = Vector3.ProjectOnPlane(previousCharacterVelocity, tmpBlockingCreaseDirection).normalized; + + if (dotPlanesOnCreasePlane <= (Vector3.Dot(-enteringVelocityDirectionOnCreasePlane, normalAOnCreasePlane) + 0.001f) && + dotPlanesOnCreasePlane <= (Vector3.Dot(-enteringVelocityDirectionOnCreasePlane, normalBOnCreasePlane) + 0.001f)) + { + isVelocityConstrainedByCrease = true; + } + } + + if (isVelocityConstrainedByCrease) + { + // Flip crease direction to make it representative of the real direction our velocity would be projected to + if (Vector3.Dot(tmpBlockingCreaseDirection, currentCharacterVelocity) < 0f) + { + tmpBlockingCreaseDirection = -tmpBlockingCreaseDirection; + } + + isValidCrease = true; + creaseDirection = tmpBlockingCreaseDirection; + } + } + } + + /// + /// Allows you to override the way velocity is projected on an obstruction + /// + public virtual void HandleVelocityProjection(ref Vector3 velocity, Vector3 obstructionNormal, bool stableOnHit) + { + if (GroundingStatus.IsStableOnGround && !MustUnground()) + { + // On stable slopes, simply reorient the movement without any loss + if (stableOnHit) + { + velocity = GetDirectionTangentToSurface(velocity, obstructionNormal) * velocity.magnitude; + } + // On blocking hits, project the movement on the obstruction while following the grounding plane + else + { + Vector3 obstructionRightAlongGround = Vector3.Cross(obstructionNormal, GroundingStatus.GroundNormal).normalized; + Vector3 obstructionUpAlongGround = Vector3.Cross(obstructionRightAlongGround, obstructionNormal).normalized; + velocity = GetDirectionTangentToSurface(velocity, obstructionUpAlongGround) * velocity.magnitude; + velocity = Vector3.ProjectOnPlane(velocity, obstructionNormal); + } + } + else + { + if (stableOnHit) + { + // Handle stable landing + velocity = Vector3.ProjectOnPlane(velocity, CharacterUp); + velocity = GetDirectionTangentToSurface(velocity, obstructionNormal) * velocity.magnitude; + } + // Handle generic obstruction + else + { + velocity = Vector3.ProjectOnPlane(velocity, obstructionNormal); + } + } + } + + /// + /// Allows you to override the way hit rigidbodies are pushed / interacted with. + /// ProcessedVelocity is what must be modified if this interaction affects the character's velocity. + /// + public virtual void HandleSimulatedRigidbodyInteraction(ref Vector3 processedVelocity, RigidbodyProjectionHit hit, float deltaTime) + { + } + + /// + /// Takes into account rigidbody hits for adding to the velocity + /// + private void ProcessVelocityForRigidbodyHits(ref Vector3 processedVelocity, float deltaTime) + { + for (int i = 0; i < _rigidbodyProjectionHitCount; i++) + { + RigidbodyProjectionHit bodyHit = _internalRigidbodyProjectionHits[i]; + + if (bodyHit.Rigidbody && !_rigidbodiesPushedThisMove.Contains(bodyHit.Rigidbody)) + { + if (_internalRigidbodyProjectionHits[i].Rigidbody != _attachedRigidbody) + { + // Remember we hit this rigidbody + _rigidbodiesPushedThisMove.Add(bodyHit.Rigidbody); + + float characterMass = SimulatedCharacterMass; + Vector3 characterVelocity = bodyHit.HitVelocity; + + KinematicCharacterMotor hitCharacterMotor = bodyHit.Rigidbody.GetComponent(); + bool hitBodyIsCharacter = hitCharacterMotor != null; + bool hitBodyIsDynamic = !bodyHit.Rigidbody.isKinematic; + float hitBodyMass = bodyHit.Rigidbody.mass; + float hitBodyMassAtPoint = bodyHit.Rigidbody.mass; // todo + Vector3 hitBodyVelocity = bodyHit.Rigidbody.velocity; + if (hitBodyIsCharacter) + { + hitBodyMass = hitCharacterMotor.SimulatedCharacterMass; + hitBodyMassAtPoint = hitCharacterMotor.SimulatedCharacterMass; // todo + hitBodyVelocity = hitCharacterMotor.BaseVelocity; + } + else if (!hitBodyIsDynamic) + { + PhysicsMover physicsMover = bodyHit.Rigidbody.GetComponent(); + if(physicsMover) + { + hitBodyVelocity = physicsMover.Velocity; + } + } + + // Calculate the ratio of the total mass that the character mass represents + float characterToBodyMassRatio = 1f; + { + if (characterMass + hitBodyMassAtPoint > 0f) + { + characterToBodyMassRatio = characterMass / (characterMass + hitBodyMassAtPoint); + } + else + { + characterToBodyMassRatio = 0.5f; + } + + // Hitting a non-dynamic body + if (!hitBodyIsDynamic) + { + characterToBodyMassRatio = 0f; + } + // Emulate kinematic body interaction + else if (RigidbodyInteractionType == RigidbodyInteractionType.Kinematic && !hitBodyIsCharacter) + { + characterToBodyMassRatio = 1f; + } + } + + ComputeCollisionResolutionForHitBody( + bodyHit.EffectiveHitNormal, + characterVelocity, + hitBodyVelocity, + characterToBodyMassRatio, + out Vector3 velocityChangeOnCharacter, + out Vector3 velocityChangeOnBody); + + processedVelocity += velocityChangeOnCharacter; + + if (hitBodyIsCharacter) + { + hitCharacterMotor.BaseVelocity += velocityChangeOnCharacter; + } + else if (hitBodyIsDynamic) + { + bodyHit.Rigidbody.AddForceAtPosition(velocityChangeOnBody, bodyHit.HitPoint, ForceMode.VelocityChange); + } + + if (RigidbodyInteractionType == RigidbodyInteractionType.SimulatedDynamic) + { + HandleSimulatedRigidbodyInteraction(ref processedVelocity, bodyHit, deltaTime); + } + } + } + } + + } + + public void ComputeCollisionResolutionForHitBody( + Vector3 hitNormal, + Vector3 characterVelocity, + Vector3 bodyVelocity, + float characterToBodyMassRatio, + out Vector3 velocityChangeOnCharacter, + out Vector3 velocityChangeOnBody) + { + velocityChangeOnCharacter = default; + velocityChangeOnBody = default; + + float bodyToCharacterMassRatio = 1f - characterToBodyMassRatio; + float characterVelocityMagnitudeOnHitNormal = Vector3.Dot(characterVelocity, hitNormal); + float bodyVelocityMagnitudeOnHitNormal = Vector3.Dot(bodyVelocity, hitNormal); + + // if character velocity was going against the obstruction, restore the portion of the velocity that got projected during the movement phase + if (characterVelocityMagnitudeOnHitNormal < 0f) + { + Vector3 restoredCharacterVelocity = hitNormal * characterVelocityMagnitudeOnHitNormal; + velocityChangeOnCharacter += restoredCharacterVelocity; + } + + // solve impulse velocities on both bodies, but only if the body velocity would be giving resistance to the character in any way + if (bodyVelocityMagnitudeOnHitNormal > characterVelocityMagnitudeOnHitNormal) + { + Vector3 relativeImpactVelocity = hitNormal * (bodyVelocityMagnitudeOnHitNormal - characterVelocityMagnitudeOnHitNormal); + velocityChangeOnCharacter += relativeImpactVelocity * bodyToCharacterMassRatio; + velocityChangeOnBody += -relativeImpactVelocity * characterToBodyMassRatio; + } + } + + /// + /// Determines if the input collider is valid for collision processing + /// + /// Returns true if the collider is valid + private bool CheckIfColliderValidForCollisions(Collider coll) + { + // Ignore self + if (coll == Capsule) + { + return false; + } + + if (!InternalIsColliderValidForCollisions(coll)) + { + return false; + } + + return true; + } + + /// + /// Determines if the input collider is valid for collision processing + /// + private bool InternalIsColliderValidForCollisions(Collider coll) + { + Rigidbody colliderAttachedRigidbody = coll.attachedRigidbody; + if (colliderAttachedRigidbody) + { + bool isRigidbodyKinematic = colliderAttachedRigidbody.isKinematic; + + // If movement is made from AttachedRigidbody, ignore the AttachedRigidbody + if (_isMovingFromAttachedRigidbody && (!isRigidbodyKinematic || colliderAttachedRigidbody == _attachedRigidbody)) + { + return false; + } + + // don't collide with dynamic rigidbodies if our RigidbodyInteractionType is kinematic + if (RigidbodyInteractionType == RigidbodyInteractionType.Kinematic && !isRigidbodyKinematic) + { + // wake up rigidbody + if (coll.attachedRigidbody) + { + coll.attachedRigidbody.WakeUp(); + } + + return false; + } + } + + // Custom checks + bool colliderValid = CharacterController.IsColliderValidForCollisions(coll); + if (!colliderValid) + { + return false; + } + + return true; + } + + /// + /// Determines if the motor is considered stable on a given hit + /// + public void EvaluateHitStability(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, Vector3 withCharacterVelocity, ref HitStabilityReport stabilityReport) + { + if (!_solveGrounding) + { + stabilityReport.IsStable = false; + return; + } + + Vector3 atCharacterUp = atCharacterRotation * _cachedWorldUp; + Vector3 innerHitDirection = Vector3.ProjectOnPlane(hitNormal, atCharacterUp).normalized; + + stabilityReport.IsStable = this.IsStableOnNormal(hitNormal); + + stabilityReport.FoundInnerNormal = false; + stabilityReport.FoundOuterNormal = false; + stabilityReport.InnerNormal = hitNormal; + stabilityReport.OuterNormal = hitNormal; + + // Ledge handling + if (LedgeAndDenivelationHandling) + { + float ledgeCheckHeight = MinDistanceForLedge; + if (StepHandling != StepHandlingMethod.None) + { + ledgeCheckHeight = MaxStepHeight; + } + + bool isStableLedgeInner = false; + bool isStableLedgeOuter = false; + + if (CharacterCollisionsRaycast( + hitPoint + (atCharacterUp * SecondaryProbesVertical) + (innerHitDirection * SecondaryProbesHorizontal), + -atCharacterUp, + ledgeCheckHeight + SecondaryProbesVertical, + out RaycastHit innerLedgeHit, + _internalCharacterHits) > 0) + { + Vector3 innerLedgeNormal = innerLedgeHit.normal; + stabilityReport.InnerNormal = innerLedgeNormal; + stabilityReport.FoundInnerNormal = true; + isStableLedgeInner = IsStableOnNormal(innerLedgeNormal); + } + + if (CharacterCollisionsRaycast( + hitPoint + (atCharacterUp * SecondaryProbesVertical) + (-innerHitDirection * SecondaryProbesHorizontal), + -atCharacterUp, + ledgeCheckHeight + SecondaryProbesVertical, + out RaycastHit outerLedgeHit, + _internalCharacterHits) > 0) + { + Vector3 outerLedgeNormal = outerLedgeHit.normal; + stabilityReport.OuterNormal = outerLedgeNormal; + stabilityReport.FoundOuterNormal = true; + isStableLedgeOuter = IsStableOnNormal(outerLedgeNormal); + } + + stabilityReport.LedgeDetected = (isStableLedgeInner != isStableLedgeOuter); + if (stabilityReport.LedgeDetected) + { + stabilityReport.IsOnEmptySideOfLedge = isStableLedgeOuter && !isStableLedgeInner; + stabilityReport.LedgeGroundNormal = isStableLedgeOuter ? stabilityReport.OuterNormal : stabilityReport.InnerNormal; + stabilityReport.LedgeRightDirection = Vector3.Cross(hitNormal, stabilityReport.LedgeGroundNormal).normalized; + stabilityReport.LedgeFacingDirection = Vector3.ProjectOnPlane(Vector3.Cross(stabilityReport.LedgeGroundNormal, stabilityReport.LedgeRightDirection), CharacterUp).normalized; + stabilityReport.DistanceFromLedge = Vector3.ProjectOnPlane((hitPoint - (atCharacterPosition + (atCharacterRotation * _characterTransformToCapsuleBottom))), atCharacterUp).magnitude; + stabilityReport.IsMovingTowardsEmptySideOfLedge = Vector3.Dot(withCharacterVelocity.normalized, stabilityReport.LedgeFacingDirection) > 0f; + } + + if (stabilityReport.IsStable) + { + stabilityReport.IsStable = IsStableWithSpecialCases(ref stabilityReport, withCharacterVelocity); + } + } + + // Step handling + if (StepHandling != StepHandlingMethod.None && !stabilityReport.IsStable) + { + // Stepping not supported on dynamic rigidbodies + Rigidbody hitRigidbody = hitCollider.attachedRigidbody; + if (!(hitRigidbody && !hitRigidbody.isKinematic)) + { + DetectSteps(atCharacterPosition, atCharacterRotation, hitPoint, innerHitDirection, ref stabilityReport); + + if (stabilityReport.ValidStepDetected) + { + stabilityReport.IsStable = true; + } + } + } + + CharacterController.ProcessHitStabilityReport(hitCollider, hitNormal, hitPoint, atCharacterPosition, atCharacterRotation, ref stabilityReport); + } + + private void DetectSteps(Vector3 characterPosition, Quaternion characterRotation, Vector3 hitPoint, Vector3 innerHitDirection, ref HitStabilityReport stabilityReport) + { + int nbStepHits = 0; + Collider tmpCollider; + RaycastHit outerStepHit; + Vector3 characterUp = characterRotation * _cachedWorldUp; + Vector3 verticalCharToHit = Vector3.Project((hitPoint - characterPosition), characterUp); + Vector3 horizontalCharToHitDirection = Vector3.ProjectOnPlane((hitPoint - characterPosition), characterUp).normalized; + Vector3 stepCheckStartPos = (hitPoint - verticalCharToHit) + (characterUp * MaxStepHeight) + (horizontalCharToHitDirection * CollisionOffset * 3f); + + // Do outer step check with capsule cast on hit point + nbStepHits = CharacterCollisionsSweep( + stepCheckStartPos, + characterRotation, + -characterUp, + MaxStepHeight + CollisionOffset, + out outerStepHit, + _internalCharacterHits, + 0f, + true); + + // Check for overlaps and obstructions at the hit position + if (CheckStepValidity(nbStepHits, characterPosition, characterRotation, innerHitDirection, stepCheckStartPos, out tmpCollider)) + { + stabilityReport.ValidStepDetected = true; + stabilityReport.SteppedCollider = tmpCollider; + } + + if (StepHandling == StepHandlingMethod.Extra && !stabilityReport.ValidStepDetected) + { + // Do min reach step check with capsule cast on hit point + stepCheckStartPos = characterPosition + (characterUp * MaxStepHeight) + (-innerHitDirection * MinRequiredStepDepth); + nbStepHits = CharacterCollisionsSweep( + stepCheckStartPos, + characterRotation, + -characterUp, + MaxStepHeight - CollisionOffset, + out outerStepHit, + _internalCharacterHits, + 0f, + true); + + // Check for overlaps and obstructions at the hit position + if (CheckStepValidity(nbStepHits, characterPosition, characterRotation, innerHitDirection, stepCheckStartPos, out tmpCollider)) + { + stabilityReport.ValidStepDetected = true; + stabilityReport.SteppedCollider = tmpCollider; + } + } + } + + private bool CheckStepValidity(int nbStepHits, Vector3 characterPosition, Quaternion characterRotation, Vector3 innerHitDirection, Vector3 stepCheckStartPos, out Collider hitCollider) + { + hitCollider = null; + Vector3 characterUp = characterRotation * Vector3.up; + + // Find the farthest valid hit for stepping + bool foundValidStepPosition = false; + + while (nbStepHits > 0 && !foundValidStepPosition) + { + // Get farthest hit among the remaining hits + RaycastHit farthestHit = new RaycastHit(); + float farthestDistance = 0f; + int farthestIndex = 0; + for (int i = 0; i < nbStepHits; i++) + { + float hitDistance = _internalCharacterHits[i].distance; + if (hitDistance > farthestDistance) + { + farthestDistance = hitDistance; + farthestHit = _internalCharacterHits[i]; + farthestIndex = i; + } + } + + Vector3 characterPositionAtHit = stepCheckStartPos + (-characterUp * (farthestHit.distance - CollisionOffset)); + + int atStepOverlaps = CharacterCollisionsOverlap(characterPositionAtHit, characterRotation, _internalProbedColliders); + if (atStepOverlaps <= 0) + { + // Check for outer hit slope normal stability at the step position + if (CharacterCollisionsRaycast( + farthestHit.point + (characterUp * SecondaryProbesVertical) + (-innerHitDirection * SecondaryProbesHorizontal), + -characterUp, + MaxStepHeight + SecondaryProbesVertical, + out RaycastHit outerSlopeHit, + _internalCharacterHits, + true) > 0) + { + if (IsStableOnNormal(outerSlopeHit.normal)) + { + // Cast upward to detect any obstructions to moving there + if (CharacterCollisionsSweep( + characterPosition, // position + characterRotation, // rotation + characterUp, // direction + MaxStepHeight - farthestHit.distance, // distance + out RaycastHit tmpUpObstructionHit, // closest hit + _internalCharacterHits) // all hits + <= 0) + { + // Do inner step check... + bool innerStepValid = false; + RaycastHit innerStepHit; + + if (AllowSteppingWithoutStableGrounding) + { + innerStepValid = true; + } + else + { + // At the capsule center at the step height + if (CharacterCollisionsRaycast( + characterPosition + Vector3.Project((characterPositionAtHit - characterPosition), characterUp), + -characterUp, + MaxStepHeight, + out innerStepHit, + _internalCharacterHits, + true) > 0) + { + if (IsStableOnNormal(innerStepHit.normal)) + { + innerStepValid = true; + } + } + } + + if (!innerStepValid) + { + // At inner step of the step point + if (CharacterCollisionsRaycast( + farthestHit.point + (innerHitDirection * SecondaryProbesHorizontal), + -characterUp, + MaxStepHeight, + out innerStepHit, + _internalCharacterHits, + true) > 0) + { + if (IsStableOnNormal(innerStepHit.normal)) + { + innerStepValid = true; + } + } + } + + // Final validation of step + if (innerStepValid) + { + hitCollider = farthestHit.collider; + foundValidStepPosition = true; + return true; + } + } + } + } + } + + // Discard hit if not valid step + if (!foundValidStepPosition) + { + nbStepHits--; + if (farthestIndex < nbStepHits) + { + _internalCharacterHits[farthestIndex] = _internalCharacterHits[nbStepHits]; + } + } + } + + return false; + } + + /// + /// Get true linear velocity (taking into account rotational velocity) on a given point of a rigidbody + /// + public void GetVelocityFromRigidbodyMovement(Rigidbody interactiveRigidbody, Vector3 atPoint, float deltaTime, out Vector3 linearVelocity, out Vector3 angularVelocity) + { + if (deltaTime > 0f) + { + linearVelocity = interactiveRigidbody.velocity; + angularVelocity = interactiveRigidbody.angularVelocity; + if(interactiveRigidbody.isKinematic) + { + PhysicsMover physicsMover = interactiveRigidbody.GetComponent(); + if (physicsMover) + { + linearVelocity = physicsMover.Velocity; + angularVelocity = physicsMover.AngularVelocity; + } + } + + if (angularVelocity != Vector3.zero) + { + Vector3 centerOfRotation = interactiveRigidbody.transform.TransformPoint(interactiveRigidbody.centerOfMass); + + Vector3 centerOfRotationToPoint = atPoint - centerOfRotation; + Quaternion rotationFromInteractiveRigidbody = Quaternion.Euler(Mathf.Rad2Deg * angularVelocity * deltaTime); + Vector3 finalPointPosition = centerOfRotation + (rotationFromInteractiveRigidbody * centerOfRotationToPoint); + linearVelocity += (finalPointPosition - atPoint) / deltaTime; + } + } + else + { + linearVelocity = default; + angularVelocity = default; + return; + } + } + + /// + /// Determines if a collider has an attached interactive rigidbody + /// + private Rigidbody GetInteractiveRigidbody(Collider onCollider) + { + Rigidbody colliderAttachedRigidbody = onCollider.attachedRigidbody; + if (colliderAttachedRigidbody) + { + if (colliderAttachedRigidbody.gameObject.GetComponent()) + { + return colliderAttachedRigidbody; + } + + if (!colliderAttachedRigidbody.isKinematic) + { + return colliderAttachedRigidbody; + } + } + return null; + } + + /// + /// Calculates the velocity required to move the character to the target position over a specific deltaTime. + /// Useful for when you wish to work with positions rather than velocities in the UpdateVelocity callback + /// + public Vector3 GetVelocityForMovePosition(Vector3 fromPosition, Vector3 toPosition, float deltaTime) + { + return GetVelocityFromMovement(toPosition - fromPosition, deltaTime); + } + + public Vector3 GetVelocityFromMovement(Vector3 movement, float deltaTime) + { + if (deltaTime <= 0f) + return Vector3.zero; + + return movement / deltaTime; + } + + /// + /// Trims a vector to make it restricted against a plane + /// + private void RestrictVectorToPlane(ref Vector3 vector, Vector3 toPlane) + { + if (vector.x > 0 != toPlane.x > 0) + { + vector.x = 0; + } + if (vector.y > 0 != toPlane.y > 0) + { + vector.y = 0; + } + if (vector.z > 0 != toPlane.z > 0) + { + vector.z = 0; + } + } + + /// + /// Detect if the character capsule is overlapping with anything collidable + /// + /// Returns number of overlaps + public int CharacterCollisionsOverlap(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, float inflate = 0f, bool acceptOnlyStableGroundLayer = false) + { + int queryLayers = CollidableLayers; + if (acceptOnlyStableGroundLayer) + { + queryLayers = CollidableLayers & StableGroundLayers; + } + + Vector3 bottom = position + (rotation * _characterTransformToCapsuleBottomHemi); + Vector3 top = position + (rotation * _characterTransformToCapsuleTopHemi); + if (inflate != 0f) + { + bottom += (rotation * Vector3.down * inflate); + top += (rotation * Vector3.up * inflate); + } + + int nbHits = 0; + int nbUnfilteredHits = Physics.OverlapCapsuleNonAlloc( + bottom, + top, + Capsule.radius + inflate, + overlappedColliders, + queryLayers, + QueryTriggerInteraction.Ignore); + + // Filter out invalid colliders + nbHits = nbUnfilteredHits; + for (int i = nbUnfilteredHits - 1; i >= 0; i--) + { + if (!CheckIfColliderValidForCollisions(overlappedColliders[i])) + { + nbHits--; + if (i < nbHits) + { + overlappedColliders[i] = overlappedColliders[nbHits]; + } + } + } + + return nbHits; + } + + /// + /// Detect if the character capsule is overlapping with anything + /// + /// Returns number of overlaps + public int CharacterOverlap(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate = 0f) + { + Vector3 bottom = position + (rotation * _characterTransformToCapsuleBottomHemi); + Vector3 top = position + (rotation * _characterTransformToCapsuleTopHemi); + if (inflate != 0f) + { + bottom += (rotation * Vector3.down * inflate); + top += (rotation * Vector3.up * inflate); + } + + int nbHits = 0; + int nbUnfilteredHits = Physics.OverlapCapsuleNonAlloc( + bottom, + top, + Capsule.radius + inflate, + overlappedColliders, + layers, + triggerInteraction); + + // Filter out the character capsule itself + nbHits = nbUnfilteredHits; + for (int i = nbUnfilteredHits - 1; i >= 0; i--) + { + if (overlappedColliders[i] == Capsule) + { + nbHits--; + if (i < nbHits) + { + overlappedColliders[i] = overlappedColliders[nbHits]; + } + } + } + + return nbHits; + } + + /// + /// Sweeps the capsule's volume to detect collision hits + /// + /// Returns the number of hits + public int CharacterCollisionsSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, float inflate = 0f, bool acceptOnlyStableGroundLayer = false) + { + int queryLayers = CollidableLayers; + if (acceptOnlyStableGroundLayer) + { + queryLayers = CollidableLayers & StableGroundLayers; + } + + Vector3 bottom = position + (rotation * _characterTransformToCapsuleBottomHemi) - (direction * SweepProbingBackstepDistance); + Vector3 top = position + (rotation * _characterTransformToCapsuleTopHemi) - (direction * SweepProbingBackstepDistance); + if (inflate != 0f) + { + bottom += (rotation * Vector3.down * inflate); + top += (rotation * Vector3.up * inflate); + } + + // Capsule cast + int nbHits = 0; + int nbUnfilteredHits = Physics.CapsuleCastNonAlloc( + bottom, + top, + Capsule.radius + inflate, + direction, + hits, + distance + SweepProbingBackstepDistance, + queryLayers, + QueryTriggerInteraction.Ignore); + + // Hits filter + closestHit = new RaycastHit(); + float closestDistance = Mathf.Infinity; + nbHits = nbUnfilteredHits; + for (int i = nbUnfilteredHits - 1; i >= 0; i--) + { + hits[i].distance -= SweepProbingBackstepDistance; + + RaycastHit hit = hits[i]; + float hitDistance = hit.distance; + + // Filter out the invalid hits + if (hitDistance <= 0f || !CheckIfColliderValidForCollisions(hit.collider)) + { + nbHits--; + if (i < nbHits) + { + hits[i] = hits[nbHits]; + } + } + else + { + // Remember closest valid hit + if (hitDistance < closestDistance) + { + closestHit = hit; + closestDistance = hitDistance; + } + } + } + + return nbHits; + } + + /// + /// Sweeps the capsule's volume to detect hits + /// + /// Returns the number of hits + public int CharacterSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate = 0f) + { + closestHit = new RaycastHit(); + + Vector3 bottom = position + (rotation * _characterTransformToCapsuleBottomHemi); + Vector3 top = position + (rotation * _characterTransformToCapsuleTopHemi); + if (inflate != 0f) + { + bottom += (rotation * Vector3.down * inflate); + top += (rotation * Vector3.up * inflate); + } + + // Capsule cast + int nbHits = 0; + int nbUnfilteredHits = Physics.CapsuleCastNonAlloc( + bottom, + top, + Capsule.radius + inflate, + direction, + hits, + distance, + layers, + triggerInteraction); + + // Hits filter + float closestDistance = Mathf.Infinity; + nbHits = nbUnfilteredHits; + for (int i = nbUnfilteredHits - 1; i >= 0; i--) + { + RaycastHit hit = hits[i]; + + // Filter out the character capsule + if (hit.distance <= 0f || hit.collider == Capsule) + { + nbHits--; + if (i < nbHits) + { + hits[i] = hits[nbHits]; + } + } + else + { + // Remember closest valid hit + float hitDistance = hit.distance; + if (hitDistance < closestDistance) + { + closestHit = hit; + closestDistance = hitDistance; + } + } + } + + return nbHits; + } + + /// + /// Casts the character volume in the character's downward direction to detect ground + /// + /// Returns the number of hits + private bool CharacterGroundSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit) + { + closestHit = new RaycastHit(); + + // Capsule cast + int nbUnfilteredHits = Physics.CapsuleCastNonAlloc( + position + (rotation * _characterTransformToCapsuleBottomHemi) - (direction * GroundProbingBackstepDistance), + position + (rotation * _characterTransformToCapsuleTopHemi) - (direction * GroundProbingBackstepDistance), + Capsule.radius, + direction, + _internalCharacterHits, + distance + GroundProbingBackstepDistance, + CollidableLayers & StableGroundLayers, + QueryTriggerInteraction.Ignore); + + // Hits filter + bool foundValidHit = false; + float closestDistance = Mathf.Infinity; + for (int i = 0; i < nbUnfilteredHits; i++) + { + RaycastHit hit = _internalCharacterHits[i]; + float hitDistance = hit.distance; + + // Find the closest valid hit + if (hitDistance > 0f && CheckIfColliderValidForCollisions(hit.collider)) + { + if (hitDistance < closestDistance) + { + closestHit = hit; + closestHit.distance -= GroundProbingBackstepDistance; + closestDistance = hitDistance; + + foundValidHit = true; + } + } + } + + return foundValidHit; + } + + /// + /// Raycasts to detect collision hits + /// + /// Returns the number of hits + public int CharacterCollisionsRaycast(Vector3 position, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, bool acceptOnlyStableGroundLayer = false) + { + int queryLayers = CollidableLayers; + if (acceptOnlyStableGroundLayer) + { + queryLayers = CollidableLayers & StableGroundLayers; + } + + // Raycast + int nbHits = 0; + int nbUnfilteredHits = Physics.RaycastNonAlloc( + position, + direction, + hits, + distance, + queryLayers, + QueryTriggerInteraction.Ignore); + + // Hits filter + closestHit = new RaycastHit(); + float closestDistance = Mathf.Infinity; + nbHits = nbUnfilteredHits; + for (int i = nbUnfilteredHits - 1; i >= 0; i--) + { + RaycastHit hit = hits[i]; + float hitDistance = hit.distance; + + // Filter out the invalid hits + if (hitDistance <= 0f || + !CheckIfColliderValidForCollisions(hit.collider)) + { + nbHits--; + if (i < nbHits) + { + hits[i] = hits[nbHits]; + } + } + else + { + // Remember closest valid hit + if (hitDistance < closestDistance) + { + closestHit = hit; + closestDistance = hitDistance; + } + } + } + + return nbHits; + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Core/KinematicCharacterMotor.cs.meta b/Assets/Third/KinematicCharacterController/Core/KinematicCharacterMotor.cs.meta new file mode 100644 index 00000000..fb3d3922 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/KinematicCharacterMotor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4d1bc5515e3ab954e80599c538834774 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Core/KinematicCharacterSystem.cs b/Assets/Third/KinematicCharacterController/Core/KinematicCharacterSystem.cs new file mode 100644 index 00000000..b838d14d --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/KinematicCharacterSystem.cs @@ -0,0 +1,294 @@ +using System; +using System.Collections.Generic; +using System.Runtime.CompilerServices; +using UnityEngine; + +namespace KinematicCharacterController +{ + /// + /// The system that manages the simulation of KinematicCharacterMotor and PhysicsMover + /// + [DefaultExecutionOrder(-100)] + public class KinematicCharacterSystem : MonoBehaviour + { + private static KinematicCharacterSystem _instance; + + public static List CharacterMotors = new List(); + public static List PhysicsMovers = new List(); + + private static float _lastCustomInterpolationStartTime = -1f; + private static float _lastCustomInterpolationDeltaTime = -1f; + + public static KCCSettings Settings; + + /// + /// Creates a KinematicCharacterSystem instance if there isn't already one + /// + public static void EnsureCreation() + { + if (_instance == null) + { + GameObject systemGameObject = new GameObject("KinematicCharacterSystem"); + _instance = systemGameObject.AddComponent(); + + systemGameObject.hideFlags = HideFlags.NotEditable; + _instance.hideFlags = HideFlags.NotEditable; + + Settings = ScriptableObject.CreateInstance(); + + GameObject.DontDestroyOnLoad(systemGameObject); + } + } + + /// + /// Gets the KinematicCharacterSystem instance if any + /// + /// + public static KinematicCharacterSystem GetInstance() + { + return _instance; + } + + /// + /// Sets the maximum capacity of the character motors list, to prevent allocations when adding characters + /// + /// + public static void SetCharacterMotorsCapacity(int capacity) + { + if (capacity < CharacterMotors.Count) + { + capacity = CharacterMotors.Count; + } + CharacterMotors.Capacity = capacity; + } + + /// + /// Registers a KinematicCharacterMotor into the system + /// + public static void RegisterCharacterMotor(KinematicCharacterMotor motor) + { + CharacterMotors.Add(motor); + } + + /// + /// Unregisters a KinematicCharacterMotor from the system + /// + public static void UnregisterCharacterMotor(KinematicCharacterMotor motor) + { + CharacterMotors.Remove(motor); + } + + /// + /// Sets the maximum capacity of the physics movers list, to prevent allocations when adding movers + /// + /// + public static void SetPhysicsMoversCapacity(int capacity) + { + if (capacity < PhysicsMovers.Count) + { + capacity = PhysicsMovers.Count; + } + PhysicsMovers.Capacity = capacity; + } + + /// + /// Registers a PhysicsMover into the system + /// + public static void RegisterPhysicsMover(PhysicsMover mover) + { + PhysicsMovers.Add(mover); + + mover.Rigidbody.interpolation = RigidbodyInterpolation.None; + } + + /// + /// Unregisters a PhysicsMover from the system + /// + public static void UnregisterPhysicsMover(PhysicsMover mover) + { + PhysicsMovers.Remove(mover); + } + + // This is to prevent duplicating the singleton gameobject on script recompiles + private void OnDisable() + { + Destroy(this.gameObject); + } + + private void Awake() + { + _instance = this; + } + + private void FixedUpdate() + { + if (Settings.AutoSimulation) + { + float deltaTime = Time.deltaTime; + + if (Settings.Interpolate) + { + PreSimulationInterpolationUpdate(deltaTime); + } + + Simulate(deltaTime, CharacterMotors, PhysicsMovers); + + if (Settings.Interpolate) + { + PostSimulationInterpolationUpdate(deltaTime); + } + } + } + + private void LateUpdate() + { + if (Settings.Interpolate) + { + CustomInterpolationUpdate(); + } + } + + /// + /// Remembers the point to interpolate from for KinematicCharacterMotors and PhysicsMovers + /// + public static void PreSimulationInterpolationUpdate(float deltaTime) + { + // Save pre-simulation poses and place transform at transient pose + for (int i = 0; i < CharacterMotors.Count; i++) + { + KinematicCharacterMotor motor = CharacterMotors[i]; + + motor.InitialTickPosition = motor.TransientPosition; + motor.InitialTickRotation = motor.TransientRotation; + + motor.Transform.SetPositionAndRotation(motor.TransientPosition, motor.TransientRotation); + } + + for (int i = 0; i < PhysicsMovers.Count; i++) + { + PhysicsMover mover = PhysicsMovers[i]; + + mover.InitialTickPosition = mover.TransientPosition; + mover.InitialTickRotation = mover.TransientRotation; + + mover.Transform.SetPositionAndRotation(mover.TransientPosition, mover.TransientRotation); + mover.Rigidbody.position = mover.TransientPosition; + mover.Rigidbody.rotation = mover.TransientRotation; + } + } + + /// + /// Ticks characters and/or movers + /// + public static void Simulate(float deltaTime, List motors, List movers) + { + int characterMotorsCount = motors.Count; + int physicsMoversCount = movers.Count; + +#pragma warning disable 0162 + // Update PhysicsMover velocities + for (int i = 0; i < physicsMoversCount; i++) + { + movers[i].VelocityUpdate(deltaTime); + } + + // Character controller update phase 1 + for (int i = 0; i < characterMotorsCount; i++) + { + motors[i].UpdatePhase1(deltaTime); + } + + // Simulate PhysicsMover displacement + for (int i = 0; i < physicsMoversCount; i++) + { + PhysicsMover mover = movers[i]; + + mover.Transform.SetPositionAndRotation(mover.TransientPosition, mover.TransientRotation); + mover.Rigidbody.position = mover.TransientPosition; + mover.Rigidbody.rotation = mover.TransientRotation; + } + + // Character controller update phase 2 and move + for (int i = 0; i < characterMotorsCount; i++) + { + KinematicCharacterMotor motor = motors[i]; + + motor.UpdatePhase2(deltaTime); + + motor.Transform.SetPositionAndRotation(motor.TransientPosition, motor.TransientRotation); + } +#pragma warning restore 0162 + } + + /// + /// Initiates the interpolation for KinematicCharacterMotors and PhysicsMovers + /// + public static void PostSimulationInterpolationUpdate(float deltaTime) + { + _lastCustomInterpolationStartTime = Time.time; + _lastCustomInterpolationDeltaTime = deltaTime; + + // Return interpolated roots to their initial poses + for (int i = 0; i < CharacterMotors.Count; i++) + { + KinematicCharacterMotor motor = CharacterMotors[i]; + + motor.Transform.SetPositionAndRotation(motor.InitialTickPosition, motor.InitialTickRotation); + } + + for (int i = 0; i < PhysicsMovers.Count; i++) + { + PhysicsMover mover = PhysicsMovers[i]; + + if (mover.MoveWithPhysics) + { + mover.Rigidbody.position = mover.InitialTickPosition; + mover.Rigidbody.rotation = mover.InitialTickRotation; + + mover.Rigidbody.MovePosition(mover.TransientPosition); + mover.Rigidbody.MoveRotation(mover.TransientRotation); + } + else + { + mover.Rigidbody.position = (mover.TransientPosition); + mover.Rigidbody.rotation = (mover.TransientRotation); + } + } + } + + /// + /// Handles per-frame interpolation + /// + private static void CustomInterpolationUpdate() + { + float interpolationFactor = Mathf.Clamp01((Time.time - _lastCustomInterpolationStartTime) / _lastCustomInterpolationDeltaTime); + + // Handle characters interpolation + for (int i = 0; i < CharacterMotors.Count; i++) + { + KinematicCharacterMotor motor = CharacterMotors[i]; + + motor.Transform.SetPositionAndRotation( + Vector3.Lerp(motor.InitialTickPosition, motor.TransientPosition, interpolationFactor), + Quaternion.Slerp(motor.InitialTickRotation, motor.TransientRotation, interpolationFactor)); + } + + // Handle PhysicsMovers interpolation + for (int i = 0; i < PhysicsMovers.Count; i++) + { + PhysicsMover mover = PhysicsMovers[i]; + + mover.Transform.SetPositionAndRotation( + Vector3.Lerp(mover.InitialTickPosition, mover.TransientPosition, interpolationFactor), + Quaternion.Slerp(mover.InitialTickRotation, mover.TransientRotation, interpolationFactor)); + + Vector3 newPos = mover.Transform.position; + Quaternion newRot = mover.Transform.rotation; + mover.PositionDeltaFromInterpolation = newPos - mover.LatestInterpolationPosition; + mover.RotationDeltaFromInterpolation = Quaternion.Inverse(mover.LatestInterpolationRotation) * newRot; + mover.LatestInterpolationPosition = newPos; + mover.LatestInterpolationRotation = newRot; + } + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Core/KinematicCharacterSystem.cs.meta b/Assets/Third/KinematicCharacterController/Core/KinematicCharacterSystem.cs.meta new file mode 100644 index 00000000..2d1bcb3a --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/KinematicCharacterSystem.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dbd80c9a62d41084aad50ae44255beb9 +timeCreated: 1500241576 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Core/PhysicsMover.cs b/Assets/Third/KinematicCharacterController/Core/PhysicsMover.cs new file mode 100644 index 00000000..2af310ca --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Core/PhysicsMover.cs @@ -0,0 +1,261 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController +{ + /// + /// Represents the entire state of a PhysicsMover that is pertinent for simulation. + /// Use this to save state or revert to past state + /// + [System.Serializable] + public struct PhysicsMoverState + { + public Vector3 Position; + public Quaternion Rotation; + public Vector3 Velocity; + public Vector3 AngularVelocity; + } + + /// + /// Component that manages the movement of moving kinematic rigidbodies for + /// proper interaction with characters + /// + [RequireComponent(typeof(Rigidbody))] + public class PhysicsMover : MonoBehaviour + { + /// + /// The mover's Rigidbody + /// + [ReadOnly] + public Rigidbody Rigidbody; + + /// + /// Determines if the platform moves with rigidbody.MovePosition (when true), or with rigidbody.position (when false) + /// + public bool MoveWithPhysics = true; + + /// + /// Index of this motor in KinematicCharacterSystem arrays + /// + [NonSerialized] + public IMoverController MoverController; + /// + /// Remembers latest position in interpolation + /// + [NonSerialized] + public Vector3 LatestInterpolationPosition; + /// + /// Remembers latest rotation in interpolation + /// + [NonSerialized] + public Quaternion LatestInterpolationRotation; + /// + /// The latest movement made by interpolation + /// + [NonSerialized] + public Vector3 PositionDeltaFromInterpolation; + /// + /// The latest rotation made by interpolation + /// + [NonSerialized] + public Quaternion RotationDeltaFromInterpolation; + + /// + /// Index of this motor in KinematicCharacterSystem arrays + /// + public int IndexInCharacterSystem { get; set; } + /// + /// Remembers initial position before all simulation are done + /// + public Vector3 Velocity { get; protected set; } + /// + /// Remembers initial position before all simulation are done + /// + public Vector3 AngularVelocity { get; protected set; } + /// + /// Remembers initial position before all simulation are done + /// + public Vector3 InitialTickPosition { get; set; } + /// + /// Remembers initial rotation before all simulation are done + /// + public Quaternion InitialTickRotation { get; set; } + + /// + /// The mover's Transform + /// + public Transform Transform { get; private set; } + /// + /// The character's position before the movement calculations began + /// + public Vector3 InitialSimulationPosition { get; private set; } + /// + /// The character's rotation before the movement calculations began + /// + public Quaternion InitialSimulationRotation { get; private set; } + + private Vector3 _internalTransientPosition; + + /// + /// The mover's rotation (always up-to-date during the character update phase) + /// + public Vector3 TransientPosition + { + get + { + return _internalTransientPosition; + } + private set + { + _internalTransientPosition = value; + } + } + + private Quaternion _internalTransientRotation; + /// + /// The mover's rotation (always up-to-date during the character update phase) + /// + public Quaternion TransientRotation + { + get + { + return _internalTransientRotation; + } + private set + { + _internalTransientRotation = value; + } + } + + + private void Reset() + { + ValidateData(); + } + + private void OnValidate() + { + ValidateData(); + } + + /// + /// Handle validating all required values + /// + public void ValidateData() + { + Rigidbody = gameObject.GetComponent(); + + Rigidbody.centerOfMass = Vector3.zero; + Rigidbody.maxAngularVelocity = Mathf.Infinity; + Rigidbody.maxDepenetrationVelocity = Mathf.Infinity; + Rigidbody.isKinematic = true; + Rigidbody.interpolation = RigidbodyInterpolation.None; + } + + private void OnEnable() + { + KinematicCharacterSystem.EnsureCreation(); + KinematicCharacterSystem.RegisterPhysicsMover(this); + } + + private void OnDisable() + { + KinematicCharacterSystem.UnregisterPhysicsMover(this); + } + + private void Awake() + { + Transform = this.transform; + ValidateData(); + + TransientPosition = Rigidbody.position; + TransientRotation = Rigidbody.rotation; + InitialSimulationPosition = Rigidbody.position; + InitialSimulationRotation = Rigidbody.rotation; + LatestInterpolationPosition = Transform.position; + LatestInterpolationRotation = Transform.rotation; + } + + /// + /// Sets the mover's position directly + /// + public void SetPosition(Vector3 position) + { + Transform.position = position; + Rigidbody.position = position; + InitialSimulationPosition = position; + TransientPosition = position; + } + + /// + /// Sets the mover's rotation directly + /// + public void SetRotation(Quaternion rotation) + { + Transform.rotation = rotation; + Rigidbody.rotation = rotation; + InitialSimulationRotation = rotation; + TransientRotation = rotation; + } + + /// + /// Sets the mover's position and rotation directly + /// + public void SetPositionAndRotation(Vector3 position, Quaternion rotation) + { + Transform.SetPositionAndRotation(position, rotation); + Rigidbody.position = position; + Rigidbody.rotation = rotation; + InitialSimulationPosition = position; + InitialSimulationRotation = rotation; + TransientPosition = position; + TransientRotation = rotation; + } + + /// + /// Returns all the state information of the mover that is pertinent for simulation + /// + public PhysicsMoverState GetState() + { + PhysicsMoverState state = new PhysicsMoverState(); + + state.Position = TransientPosition; + state.Rotation = TransientRotation; + state.Velocity = Velocity; + state.AngularVelocity = AngularVelocity; + + return state; + } + + /// + /// Applies a mover state instantly + /// + public void ApplyState(PhysicsMoverState state) + { + SetPositionAndRotation(state.Position, state.Rotation); + Velocity = state.Velocity; + AngularVelocity = state.AngularVelocity; + } + + /// + /// Caches velocity values based on deltatime and target position/rotations + /// + public void VelocityUpdate(float deltaTime) + { + InitialSimulationPosition = TransientPosition; + InitialSimulationRotation = TransientRotation; + + MoverController.UpdateMovement(out _internalTransientPosition, out _internalTransientRotation, 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b/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs new file mode 100644 index 00000000..f491fa1d --- /dev/null +++ b/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs @@ -0,0 +1,193 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController.Examples +{ + public class ExampleCharacterCamera : MonoBehaviour + { + [Header("Framing")] + public Camera Camera; + public Vector2 FollowPointFraming = new Vector2(0f, 0f); + public float FollowingSharpness = 10000f; + + [Header("Distance")] + public float DefaultDistance = 6f; + public float MinDistance = 0f; + public float MaxDistance = 10f; + public float DistanceMovementSpeed = 5f; + public float DistanceMovementSharpness = 10f; + + [Header("Rotation")] + public bool InvertX = false; + public bool InvertY = false; + [Range(-90f, 90f)] + public float DefaultVerticalAngle = 20f; + [Range(-90f, 90f)] + public float MinVerticalAngle = -90f; + [Range(-90f, 90f)] + public float MaxVerticalAngle = 90f; + public float RotationSpeed = 1f; + public float RotationSharpness = 10000f; + public bool RotateWithPhysicsMover = false; + + [Header("Obstruction")] + public float ObstructionCheckRadius = 0.2f; + public LayerMask ObstructionLayers = -1; + public float ObstructionSharpness = 10000f; + public List IgnoredColliders = new List(); + + public Transform Transform { get; private set; } + public Transform FollowTransform { get; private set; } + + public Vector3 PlanarDirection { get; set; } + public float TargetDistance { get; set; } + + private bool _distanceIsObstructed; + private float _currentDistance; + private float _targetVerticalAngle; + private RaycastHit _obstructionHit; + private int _obstructionCount; + private RaycastHit[] _obstructions = new RaycastHit[MaxObstructions]; + private float _obstructionTime; + public Vector3 _currentFollowPosition; + + private const int MaxObstructions = 32; + + public Transform pos; + + void OnValidate() + { + DefaultDistance = Mathf.Clamp(DefaultDistance, MinDistance, MaxDistance); + DefaultVerticalAngle = Mathf.Clamp(DefaultVerticalAngle, MinVerticalAngle, MaxVerticalAngle); + } + + void Awake() + { + Transform = this.transform; + + _currentDistance = DefaultDistance; + TargetDistance = _currentDistance; + + _targetVerticalAngle = 0f; + + PlanarDirection = Vector3.forward; + } + public void ResetTR(Vector3 rotDefault) + { + + transform.GetComponent().RstCameraR(); + _targetVerticalAngle = rotDefault.x; + + PlanarDirection = Vector3.forward; + } + // Set the transform that the camera will orbit around + public void SetFollowTransform(Transform t) + { + FollowTransform = t; + PlanarDirection = FollowTransform.forward; + _currentFollowPosition = FollowTransform.position; + } + private void LateUpdate() + { + Transform.position = pos.position; + + } + + public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput) + { + if (FollowTransform) + { + if (InvertX) + { + rotationInput.x *= -1f; + } + if (InvertY) + { + rotationInput.y *= -1f; + } + + // Process rotation input + Quaternion rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed)); + PlanarDirection = rotationFromInput * PlanarDirection; + PlanarDirection = Vector3.Cross(FollowTransform.up, Vector3.Cross(PlanarDirection, FollowTransform.up)); + Quaternion planarRot = Quaternion.LookRotation(PlanarDirection, FollowTransform.up); + + _targetVerticalAngle -= (rotationInput.y * RotationSpeed); + _targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, MinVerticalAngle, MaxVerticalAngle); + Quaternion verticalRot = Quaternion.Euler(_targetVerticalAngle, 0, 0); + Quaternion targetRotation = Quaternion.Slerp(Transform.rotation, planarRot * verticalRot, 1f - Mathf.Exp(-RotationSharpness * deltaTime)); + + // Apply rotation + Transform.rotation = targetRotation; + + // Process distance input + if (_distanceIsObstructed && Mathf.Abs(zoomInput) > 0f) + { + TargetDistance = _currentDistance; + } + TargetDistance += zoomInput * DistanceMovementSpeed; + TargetDistance = Mathf.Clamp(TargetDistance, MinDistance, MaxDistance); + + // Find the smoothed follow position + _currentFollowPosition = Vector3.Lerp(_currentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-FollowingSharpness * deltaTime)); + + // Handle obstructions + { + RaycastHit closestHit = new RaycastHit(); + closestHit.distance = Mathf.Infinity; + _obstructionCount = Physics.SphereCastNonAlloc(_currentFollowPosition, ObstructionCheckRadius, -Transform.forward, _obstructions, TargetDistance, ObstructionLayers, QueryTriggerInteraction.Ignore); + for (int i = 0; i < _obstructionCount; i++) + { + bool isIgnored = false; + for (int j = 0; j < IgnoredColliders.Count; j++) + { + if (IgnoredColliders[j] == _obstructions[i].collider) + { + isIgnored = true; + break; + } + } + for (int j = 0; j < IgnoredColliders.Count; j++) + { + if (IgnoredColliders[j] == _obstructions[i].collider) + { + isIgnored = true; + break; + } + } + + if (!isIgnored && _obstructions[i].distance < closestHit.distance && _obstructions[i].distance > 0) + { + closestHit = _obstructions[i]; + } + } + + // If obstructions detecter + if (closestHit.distance < Mathf.Infinity) + { + _distanceIsObstructed = true; + _currentDistance = Mathf.Lerp(_currentDistance, closestHit.distance, 1 - Mathf.Exp(-ObstructionSharpness * deltaTime)); + } + // If no obstruction + else + { + _distanceIsObstructed = false; + _currentDistance = Mathf.Lerp(_currentDistance, TargetDistance, 1 - Mathf.Exp(-DistanceMovementSharpness * deltaTime)); + } + } + + // Find the smoothed camera orbit position + Vector3 targetPosition = _currentFollowPosition - ((targetRotation * Vector3.forward) * _currentDistance); + + // Handle framing + targetPosition += Transform.right * FollowPointFraming.x; + targetPosition += Transform.up * FollowPointFraming.y; + + // Apply position + Transform.position = targetPosition; + } + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs.meta b/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs.meta new file mode 100644 index 00000000..64ae17ee --- /dev/null +++ b/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 24092a40b02616e479baeb940325e339 +timeCreated: 1485657083 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs b/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs new file mode 100644 index 00000000..090780d6 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs @@ -0,0 +1,516 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Examples +{ + public enum CharacterState + { + Default, + } + + public enum OrientationMethod + { + TowardsCamera, + TowardsMovement, + } + + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + } + + public struct AICharacterInputs + { + public Vector3 MoveVector; + public Vector3 LookVector; + } + + public enum BonusOrientationMethod + { + None, + TowardsGravity, + TowardsGroundSlopeAndGravity, + } + + public class ExampleCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15f; + public float OrientationSharpness = 10f; + public OrientationMethod OrientationMethod = OrientationMethod.TowardsCamera; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 15f; + public float AirAccelerationSpeed = 15f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public float JumpUpSpeed = 10f; + public float JumpScalableForwardSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public BonusOrientationMethod BonusOrientationMethod = BonusOrientationMethod.None; + public float BonusOrientationSharpness = 10f; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + public Transform CameraFollowPoint; + public float CrouchedCapsuleHeight = 1f; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private RaycastHit[] _probedHits = new RaycastHit[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private Vector3 lastInnerNormal = Vector3.zero; + private Vector3 lastOuterNormal = Vector3.zero; + + private void Awake() + { + // Handle initial state + TransitionToState(CharacterState.Default); + + // Assign the characterController to the motor + Motor.CharacterController = this; + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// This is called every frame by ExamplePlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + + switch (OrientationMethod) + { + case OrientationMethod.TowardsCamera: + _lookInputVector = cameraPlanarDirection; + break; + case OrientationMethod.TowardsMovement: + _lookInputVector = _moveInputVector.normalized; + break; + } + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + + break; + } + } + } + + /// + /// This is called every frame by the AI script in order to tell the character what its inputs are + /// + public void SetInputs(ref AICharacterInputs inputs) + { + _moveInputVector = inputs.MoveVector; + _lookInputVector = inputs.LookVector; + } + + private Quaternion _tmpTransientRot; + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + if (_lookInputVector.sqrMagnitude > 0f && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + + Vector3 currentUp = (currentRotation * Vector3.up); + if (BonusOrientationMethod == BonusOrientationMethod.TowardsGravity) + { + // Rotate from current up to invert gravity + Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime)); + currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation; + } + else if (BonusOrientationMethod == BonusOrientationMethod.TowardsGroundSlopeAndGravity) + { + if (Motor.GroundingStatus.IsStableOnGround) + { + Vector3 initialCharacterBottomHemiCenter = Motor.TransientPosition + (currentUp * Motor.Capsule.radius); + + Vector3 smoothedGroundNormal = Vector3.Slerp(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime)); + currentRotation = Quaternion.FromToRotation(currentUp, smoothedGroundNormal) * currentRotation; + + // Move the position to create a rotation around the bottom hemi center instead of around the pivot + Motor.SetTransientPosition(initialCharacterBottomHemiCenter + (currentRotation * Vector3.down * Motor.Capsule.radius)); + } + else + { + Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime)); + currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation; + } + } + else + { + Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, Vector3.up, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime)); + currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Ground movement + if (Motor.GroundingStatus.IsStableOnGround) + { + float currentVelocityMagnitude = currentVelocity.magnitude; + + Vector3 effectiveGroundNormal = Motor.GroundingStatus.GroundNormal; + + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) * currentVelocityMagnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized * _moveInputVector.magnitude; + Vector3 targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1f - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + // Air movement + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + Vector3 addedVelocity = _moveInputVector * AirAccelerationSpeed * deltaTime; + + Vector3 currentVelocityOnInputsPlane = Vector3.ProjectOnPlane(currentVelocity, Motor.CharacterUp); + + // Limit air velocity from inputs + if (currentVelocityOnInputsPlane.magnitude < MaxAirMoveSpeed) + { + // clamp addedVel to make total vel not exceed max vel on inputs plane + Vector3 newTotal = Vector3.ClampMagnitude(currentVelocityOnInputsPlane + addedVelocity, MaxAirMoveSpeed); + addedVelocity = newTotal - currentVelocityOnInputsPlane; + } + else + { + // Make sure added vel doesn't go in the direction of the already-exceeding velocity + if (Vector3.Dot(currentVelocityOnInputsPlane, addedVelocity) > 0f) + { + addedVelocity = Vector3.ProjectOnPlane(addedVelocity, currentVelocityOnInputsPlane.normalized); + } + } + + // Prevent air-climbing sloped walls + if (Motor.GroundingStatus.FoundAnyGround) + { + if (Vector3.Dot(currentVelocity + addedVelocity, addedVelocity) > 0f) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + addedVelocity = Vector3.ProjectOnPlane(addedVelocity, perpenticularObstructionNormal); + } + } + + // Apply added velocity + currentVelocity += addedVelocity; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // See if we actually are allowed to jump + if (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime)) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpUpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + currentVelocity += (_moveInputVector * JumpScalableForwardSpeed); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + } + } + + public void PostGroundingUpdate(float deltaTime) + { + // Handle landing and leaving ground + if (Motor.GroundingStatus.IsStableOnGround && !Motor.LastGroundingStatus.IsStableOnGround) + { + OnLanded(); + } + else if (!Motor.GroundingStatus.IsStableOnGround && Motor.LastGroundingStatus.IsStableOnGround) + { + OnLeaveStableGround(); + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Count == 0) + { + return true; + } + + if (IgnoredColliders.Contains(coll)) + { + return false; + } + + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + protected void OnLanded() + { + } + + protected void OnLeaveStableGround() + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs.meta new file mode 100644 index 00000000..196499c9 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 76020eee813ed7844bcea94c5d5ce76a +timeCreated: 1503446428 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExamplePlayer.cs b/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExamplePlayer.cs new file mode 100644 index 00000000..1ff46699 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExamplePlayer.cs @@ -0,0 +1,99 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Examples +{ + public class ExamplePlayer : MonoBehaviour + { + public ExampleCharacterController Character; + public ExampleCharacterCamera CharacterCamera; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + // Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + CharacterCamera.SetFollowTransform(Character.CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + CharacterCamera.IgnoredColliders.Clear(); + CharacterCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + //if (Input.GetMouseButtonDown(0)) + //{ + // Cursor.lockState = CursorLockMode.Locked; + //} + + HandleCharacterInput(); + } + + private void LateUpdate() + { + // Handle rotating the camera along with physics movers + if (CharacterCamera.RotateWithPhysicsMover && Character.Motor.AttachedRigidbody != null) + { + CharacterCamera.PlanarDirection = Character.Motor.AttachedRigidbody.GetComponent().RotationDeltaFromInterpolation * CharacterCamera.PlanarDirection; + CharacterCamera.PlanarDirection = Vector3.ProjectOnPlane(CharacterCamera.PlanarDirection, Character.Motor.CharacterUp).normalized; + } + + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + CharacterCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + CharacterCamera.TargetDistance = (CharacterCamera.TargetDistance == 0f) ? CharacterCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = CharacterCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExamplePlayer.cs.meta b/Assets/Third/KinematicCharacterController/ExampleCharacter/Scripts/ExamplePlayer.cs.meta new file mode 100644 index 00000000..e09302db --- /dev/null +++ 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deaf75aea7734bf4db8cff333af4d711 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/BuildManager.cs b/Assets/Third/KinematicCharacterController/Examples/Scripts/BuildManager.cs new file mode 100644 index 00000000..bb14f1d1 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/BuildManager.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class BuildManager : MonoBehaviour +{ + public GameObject WebGLCanvas; + public GameObject WarningPanel; + + void Awake() + { +#if UNITY_WEBGL && !UNITY_EDITOR + WebGLCanvas.SetActive(true); +#endif + } + + private void Update() + { + if(Input.GetKeyDown(KeyCode.F1)) + { + UnityEngine.SceneManagement.SceneManager.LoadScene(0); + } + +#if UNITY_WEBGL && !UNITY_EDITOR + if(Input.GetKeyDown(KeyCode.H)) + { + WarningPanel.SetActive(!WarningPanel.activeSelf); + } +#endif + } +} diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/BuildManager.cs.meta b/Assets/Third/KinematicCharacterController/Examples/Scripts/BuildManager.cs.meta new file mode 100644 index 00000000..1ca5d5f8 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/BuildManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4f83a0772ca2f284c97e6c2e3b8b6c5b +timeCreated: 1506813597 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/Editor.meta b/Assets/Third/KinematicCharacterController/Examples/Scripts/Editor.meta new file mode 100644 index 00000000..9d4152a5 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a33f03bd56f612745924ea5d3583c912 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/Editor/PauseStateHandler.cs b/Assets/Third/KinematicCharacterController/Examples/Scripts/Editor/PauseStateHandler.cs new file mode 100644 index 00000000..dcae4198 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/Editor/PauseStateHandler.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using KinematicCharacterController; + +public class PauseStateHandler +{ + [RuntimeInitializeOnLoadMethod()] + public static void Init() + { + EditorApplication.pauseStateChanged += HandlePauseStateChange; + } + + private static void HandlePauseStateChange(PauseState state) + { + foreach(KinematicCharacterMotor motor in KinematicCharacterSystem.CharacterMotors) + { + motor.SetPositionAndRotation(motor.Transform.position, motor.Transform.rotation, true); + } + } +} diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/Editor/PauseStateHandler.cs.meta b/Assets/Third/KinematicCharacterController/Examples/Scripts/Editor/PauseStateHandler.cs.meta new file mode 100644 index 00000000..68f12b9c --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/Editor/PauseStateHandler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 23fa5eb46266f154aa2d50e3538b4eca +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/ExampleAIController.cs b/Assets/Third/KinematicCharacterController/Examples/Scripts/ExampleAIController.cs new file mode 100644 index 00000000..2f6f640a --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/ExampleAIController.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController.Examples +{ + public class ExampleAIController : MonoBehaviour + { + public float MovementPeriod = 1f; + public List Characters = new List(); + + private bool _stepHandling; + private bool _ledgeHandling; + private bool _intHandling; + private bool _safeMove; + + private void Update() + { + AICharacterInputs inputs = new AICharacterInputs(); + + // Simulate an input on all controlled characters + inputs.MoveVector = Mathf.Sin(Time.time * MovementPeriod) * Vector3.forward; + inputs.LookVector = Vector3.Slerp(-Vector3.forward, Vector3.forward, inputs.MoveVector.z).normalized; + for (int i = 0; i < Characters.Count; i++) + { + Characters[i].SetInputs(ref inputs); + } + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/ExampleAIController.cs.meta b/Assets/Third/KinematicCharacterController/Examples/Scripts/ExampleAIController.cs.meta new file mode 100644 index 00000000..3520bbc0 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/ExampleAIController.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: f3414c4d01b68ef43aa3339915fd4001 +timeCreated: 1504385569 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/ExampleMovingPlatform.cs b/Assets/Third/KinematicCharacterController/Examples/Scripts/ExampleMovingPlatform.cs new file mode 100644 index 00000000..d03940d5 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/ExampleMovingPlatform.cs @@ -0,0 +1,39 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController.Examples +{ + public class ExampleMovingPlatform : MonoBehaviour, IMoverController + { + public PhysicsMover Mover; + + public Vector3 TranslationAxis = Vector3.right; + public float TranslationPeriod = 10; + public float TranslationSpeed = 1; + public Vector3 RotationAxis = Vector3.up; + public float RotSpeed = 10; + public Vector3 OscillationAxis = Vector3.zero; + public float OscillationPeriod = 10; + public float OscillationSpeed = 10; + + private Vector3 _originalPosition; + private Quaternion _originalRotation; + + private void Start() + { + _originalPosition = Mover.Rigidbody.position; + _originalRotation = Mover.Rigidbody.rotation; + + Mover.MoverController = this; + } + + public void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime) + { + goalPosition = (_originalPosition + (TranslationAxis.normalized * Mathf.Sin(Time.time * TranslationSpeed) * TranslationPeriod)); + + Quaternion targetRotForOscillation = Quaternion.Euler(OscillationAxis.normalized * (Mathf.Sin(Time.time * OscillationSpeed) * OscillationPeriod)) * _originalRotation; + goalRotation = Quaternion.Euler(RotationAxis * RotSpeed * Time.time) * targetRotForOscillation; + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/ExampleMovingPlatform.cs.meta b/Assets/Third/KinematicCharacterController/Examples/Scripts/ExampleMovingPlatform.cs.meta new file mode 100644 index 00000000..b94d9d89 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/ExampleMovingPlatform.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b7edc6957dab9ac4797c1c0912ce3839 +timeCreated: 1496714854 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs b/Assets/Third/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs new file mode 100644 index 00000000..35d125cd --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs @@ -0,0 +1,153 @@ +using System.Collections; +using System.Collections.Generic; +using System; +using UnityEngine; +using UnityEngine.UI; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace KinematicCharacterController.Examples +{ + public class FrameratePanel : MonoBehaviour + { + public float PollingRate = 1f; + public Text PhysicsRate; + public Text PhysicsFPS; + public Text AvgFPS; + public Text AvgFPSMin; + public Text AvgFPSMax; + + public Action OnPhysicsFPSReady; + + public string[] FramerateStrings = new string[0]; + + private bool _isFixedUpdateThisFrame = false; + private bool _wasFixedUpdateLastFrame = false; + private int _physFramesCount = 0; + private float _physFramesDeltaSum = 0; + + private int _framesCount = 0; + private float _framesDeltaSum = 0; + private float _minDeltaTimeForAvg = Mathf.Infinity; + private float _maxDeltaTimeForAvg = Mathf.NegativeInfinity; + private float _timeOfLastPoll = 0; + + private void FixedUpdate() + { + _isFixedUpdateThisFrame = true; + } + + void Update() + { + // Regular frames + _framesCount++; + _framesDeltaSum += Time.deltaTime; + + // Max and min + if (Time.deltaTime < _minDeltaTimeForAvg) + { + _minDeltaTimeForAvg = Time.deltaTime; + } + if (Time.deltaTime > _maxDeltaTimeForAvg) + { + _maxDeltaTimeForAvg = Time.deltaTime; + } + + // Fixed frames + if (_wasFixedUpdateLastFrame) + { + _wasFixedUpdateLastFrame = false; + + _physFramesCount++; + _physFramesDeltaSum += Time.deltaTime; + } + if (_isFixedUpdateThisFrame) + { + _wasFixedUpdateLastFrame = true; + _isFixedUpdateThisFrame = false; + } + + // Polling timer + float timeSinceLastPoll = (Time.unscaledTime - _timeOfLastPoll); + if (timeSinceLastPoll > PollingRate) + { + float physicsFPS = 1f / (_physFramesDeltaSum / _physFramesCount); + + AvgFPS.text = GetNumberString(Mathf.RoundToInt(1f / (_framesDeltaSum / _framesCount))); + AvgFPSMin.text = GetNumberString(Mathf.RoundToInt(1f / _maxDeltaTimeForAvg)); + AvgFPSMax.text = GetNumberString(Mathf.RoundToInt(1f / _minDeltaTimeForAvg)); + PhysicsFPS.text = GetNumberString(Mathf.RoundToInt(physicsFPS)); + + if(OnPhysicsFPSReady != null) + { + OnPhysicsFPSReady(physicsFPS); + } + + _physFramesDeltaSum = 0; + _physFramesCount = 0; + _framesDeltaSum = 0f; + _framesCount = 0; + _minDeltaTimeForAvg = Mathf.Infinity; + _maxDeltaTimeForAvg = Mathf.NegativeInfinity; + + _timeOfLastPoll = Time.unscaledTime; + } + + PhysicsRate.text = GetNumberString(Mathf.RoundToInt(1f / Time.fixedDeltaTime)); + } + + public string GetNumberString(int fps) + { + if (fps < FramerateStrings.Length - 1 && fps >= 0) + { + return FramerateStrings[fps]; + } + else + { + return FramerateStrings[FramerateStrings.Length - 1]; + } + } + } + +#if UNITY_EDITOR + [CustomEditor(typeof(FrameratePanel))] + public class FrameratePanelEditor : Editor + { + private const int MaxFPS = 999; + + private void OnEnable() + { + InitStringsArray(); + } + + public override void OnInspectorGUI() + { + DrawDefaultInspector(); + + if (GUILayout.Button("Init strings array")) + { + InitStringsArray(); + } + } + + private void InitStringsArray() + { + FrameratePanel fp = target as FrameratePanel; + fp.FramerateStrings = new string[MaxFPS + 1]; + + for (int i = 0; i < fp.FramerateStrings.Length; i++) + { + if (i >= fp.FramerateStrings.Length - 1) + { + fp.FramerateStrings[i] = i.ToString() + "+" + " (<" + (1000f / (float)i).ToString("F") + "ms)"; + } + else + { + fp.FramerateStrings[i] = i.ToString() + " (" + (1000f/(float)i).ToString("F") + "ms)" ; + } + } + } + } +#endif +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs.meta b/Assets/Third/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs.meta new file mode 100644 index 00000000..3abe3e51 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e404bfefdeb79904e847365ad9c6c205 +timeCreated: 1501357153 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/PlanetManager.cs b/Assets/Third/KinematicCharacterController/Examples/Scripts/PlanetManager.cs new file mode 100644 index 00000000..aae6622f --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/PlanetManager.cs @@ -0,0 +1,66 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System; + +namespace KinematicCharacterController.Examples +{ + public class PlanetManager : MonoBehaviour, IMoverController + { + public PhysicsMover PlanetMover; + public SphereCollider GravityField; + public float GravityStrength = 10; + public Vector3 OrbitAxis = Vector3.forward; + public float OrbitSpeed = 10; + + public Teleporter OnPlaygroundTeleportingZone; + public Teleporter OnPlanetTeleportingZone; + + private List _characterControllersOnPlanet = new List(); + private Vector3 _savedGravity; + private Quaternion _lastRotation; + + private void Start() + { + OnPlaygroundTeleportingZone.OnCharacterTeleport -= ControlGravity; + OnPlaygroundTeleportingZone.OnCharacterTeleport += ControlGravity; + + OnPlanetTeleportingZone.OnCharacterTeleport -= UnControlGravity; + OnPlanetTeleportingZone.OnCharacterTeleport += UnControlGravity; + + _lastRotation = PlanetMover.transform.rotation; + + PlanetMover.MoverController = this; + } + + public void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime) + { + goalPosition = PlanetMover.Rigidbody.position; + + // Rotate + Quaternion targetRotation = Quaternion.Euler(OrbitAxis * OrbitSpeed * deltaTime) * _lastRotation; + goalRotation = targetRotation; + _lastRotation = targetRotation; + + // Apply gravity to characters + foreach (ExampleCharacterController cc in _characterControllersOnPlanet) + { + cc.Gravity = (PlanetMover.transform.position - cc.transform.position).normalized * GravityStrength; + } + } + + void ControlGravity(ExampleCharacterController cc) + { + _savedGravity = cc.Gravity; + _characterControllersOnPlanet.Add(cc); + } + + void UnControlGravity(ExampleCharacterController cc) + { + cc.Gravity = _savedGravity; + _characterControllersOnPlanet.Remove(cc); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/PlanetManager.cs.meta b/Assets/Third/KinematicCharacterController/Examples/Scripts/PlanetManager.cs.meta new file mode 100644 index 00000000..79d1a487 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/PlanetManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e89f443ce54ba1e469d5dd7141034d04 +timeCreated: 1499314453 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/PlayableMover.cs b/Assets/Third/KinematicCharacterController/Examples/Scripts/PlayableMover.cs new file mode 100644 index 00000000..557d1cf6 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/PlayableMover.cs @@ -0,0 +1,53 @@ +using KinematicCharacterController; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; +using UnityEngine.Playables; + +namespace KinematicCharacterController.Examples +{ + public class PlayableMover : MonoBehaviour, IMoverController + { + public PhysicsMover Mover; + + public float Speed = 1f; + public PlayableDirector Director; + + private Transform _transform; + + private void Start() + { + _transform = this.transform; + Director.timeUpdateMode = DirectorUpdateMode.Manual; + + Mover.MoverController = this; + } + + // This is called every FixedUpdate by our PhysicsMover in order to tell it what pose it should go to + public void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime) + { + // Remember pose before animation + Vector3 _positionBeforeAnim = _transform.position; + Quaternion _rotationBeforeAnim = _transform.rotation; + + // Update animation + EvaluateAtTime(Time.time * Speed); + + // Set our platform's goal pose to the animation's + goalPosition = _transform.position; + goalRotation = _transform.rotation; + + // Reset the actual transform pose to where it was before evaluating. + // This is so that the real movement can be handled by the physics mover; not the animation + _transform.position = _positionBeforeAnim; + _transform.rotation = _rotationBeforeAnim; + } + + public void EvaluateAtTime(double time) + { + Director.time = time % Director.duration; + Director.Evaluate(); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/PlayableMover.cs.meta b/Assets/Third/KinematicCharacterController/Examples/Scripts/PlayableMover.cs.meta new file mode 100644 index 00000000..5b37dbd0 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/PlayableMover.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 160d994062e8fe6418c50c339a9e34e0 +timeCreated: 1523122627 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + 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+using UnityEngine; +using UnityEngine.UI; + +namespace KinematicCharacterController.Examples +{ + public class StressTestManager : MonoBehaviour + { + public Camera Camera; + public LayerMask UIMask; + + public InputField CountField; + public Image RenderOn; + public Image SimOn; + public Image InterpOn; + public ExampleCharacterController CharacterPrefab; + public ExampleAIController AIController; + public int SpawnCount = 100; + public float SpawnDistance = 2f; + + private void Start() + { + KinematicCharacterSystem.EnsureCreation(); + CountField.text = SpawnCount.ToString(); + UpdateOnImages(); + + KinematicCharacterSystem.Settings.AutoSimulation = false; + KinematicCharacterSystem.Settings.Interpolate = false; + } + + private void Update() + { + + KinematicCharacterSystem.Simulate(Time.deltaTime, KinematicCharacterSystem.CharacterMotors, KinematicCharacterSystem.PhysicsMovers); + } + + private void UpdateOnImages() + { + RenderOn.enabled = Camera.cullingMask == -1; + SimOn.enabled = Physics.autoSimulation; + InterpOn.enabled = KinematicCharacterSystem.Settings.Interpolate; + } + + public void SetSpawnCount(string count) + { + if (int.TryParse(count, out int result)) + { + SpawnCount = result; + } + } + + public void ToggleRendering() + { + if(Camera.cullingMask == -1) + { + Camera.cullingMask = UIMask; + } + else + { + Camera.cullingMask = -1; + } + UpdateOnImages(); + } + + public void TogglePhysicsSim() + { + Physics.autoSimulation = !Physics.autoSimulation; + UpdateOnImages(); + } + + public void ToggleInterpolation() + { + KinematicCharacterSystem.Settings.Interpolate = !KinematicCharacterSystem.Settings.Interpolate; + UpdateOnImages(); + } + + public void Spawn() + { + for (int i = 0; i < AIController.Characters.Count; i++) + { + Destroy(AIController.Characters[i].gameObject); + } + AIController.Characters.Clear(); + + int charsPerRow = Mathf.CeilToInt(Mathf.Sqrt(SpawnCount)); + Vector3 firstPos = ((charsPerRow * SpawnDistance) * 0.5f) * -Vector3.one; + firstPos.y = 0f; + + for (int i = 0; i < SpawnCount; i++) + { + int row = i / charsPerRow; + int col = i % charsPerRow; + Vector3 pos = firstPos + (Vector3.right * row * SpawnDistance) + (Vector3.forward * col * SpawnDistance); + + ExampleCharacterController newChar = Instantiate(CharacterPrefab); + newChar.Motor.SetPosition(pos); + + AIController.Characters.Add(newChar); + } + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Examples/Scripts/StressTestManager.cs.meta b/Assets/Third/KinematicCharacterController/Examples/Scripts/StressTestManager.cs.meta new file mode 100644 index 00000000..6c93ecff --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Examples/Scripts/StressTestManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3d701116f722c264688042f476bbb604 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + 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a/Assets/Third/KinematicCharacterController/UseCustom/Scripts/CustomPlayer.cs b/Assets/Third/KinematicCharacterController/UseCustom/Scripts/CustomPlayer.cs new file mode 100644 index 00000000..adf8412f --- /dev/null +++ b/Assets/Third/KinematicCharacterController/UseCustom/Scripts/CustomPlayer.cs @@ -0,0 +1,94 @@ +using KinematicCharacterController.Examples; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +namespace CustomUse { +public class MyCustomPlayer : MonoBehaviour +{ + + + public MyCustomExampleCharacterCamera OrbitCamera; + public MyCharacterController Character; + public Transform CameraFollowPoint; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + + //任 + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + //Խɫײоͷϰ + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + // + KeyboardInput(); + } + + private void LateUpdate() + { + // + CameraInput(); + } + + + /// + /// + /// + + public void KeyboardInput() { + + + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + //ֱˮƽת + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + + //̰ + + // Character.SetInputs(ref characterInputs); + + + + //Ӧõο + Character.SetInputs(ref characterInputs); + + } + + /// + private void CameraInput() { + + // xy + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + + // WebGLнãΪܻᵼ⣩ + float scrollInput = -Input.GetAxis(MouseScrollInput); + +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + //Ӧõ + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + + } + + } + +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/UseCustom/Scripts/CustomPlayer.cs.meta b/Assets/Third/KinematicCharacterController/UseCustom/Scripts/CustomPlayer.cs.meta new file mode 100644 index 00000000..f4fab971 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/UseCustom/Scripts/CustomPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 306a7fdf7bac58c40995644188b4ea0b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/UseCustom/Scripts/MyCharacterController.cs b/Assets/Third/KinematicCharacterController/UseCustom/Scripts/MyCharacterController.cs new file mode 100644 index 00000000..4c197ecd --- /dev/null +++ b/Assets/Third/KinematicCharacterController/UseCustom/Scripts/MyCharacterController.cs @@ -0,0 +1,361 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; + + +namespace CustomUse +{ + //ĬQEǿԿ߶ + + public struct PlayerCharacterInputs + { + + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpHeld; + + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + [Header("ƶٶ")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + public float MaxStableDistanceFromLedge = 5f; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + + [Header("NoClip")] + [Header("ƶ")] + public float NoClipMoveSpeed = 10f; + public float NoClipSharpness = 15; + + [Header("Misc")] + [Header("ײб")] + public List IgnoredColliders = new List(); + public bool OrientTowardsGravity = false; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpInputIsHeld = false; + private bool _crouchInputIsHeld = false; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _doubleJumpConsumed = false; + private bool _jumpedThisFrame = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + OnStateEnter(); + } + + public void OnStateEnter() { + + + Motor.SetGroundSolvingActivation(false); + + + } + public void OnStateExit() { + + //ýҶײǷײ + Motor.SetCapsuleCollisionsActivation(true); + //õƶƶʱǷײ⡣ + Motor.SetMovementCollisionsSolvingActivation(true); + //Ƿӵ + Motor.SetGroundSolvingActivation(true); + + + } + /// + /// Ϊ˸߽ɫʲôMyPlayerÿһ֡ + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + _moveInputVector = inputs.CameraRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + } + + + ///KinematicCharacterMotorã + /// ڽɫƶºõ + /// + + public void AfterCharacterUpdate(float deltaTime) + { + + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterCollisionsOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + } + + + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + + } + /// + /// KinematicCharacterMotorã + /// ĽɫӦתĵط +/// ΨһӦýɫתĵط + /// + /// + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + + + } + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + } + /// + /// KinematicCharacterMotorã + /// ĽɫڵٶӦǶٵĵط + /// Ψһýɫٶȵĵط + /// + /// + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + } + + + public void AddVelocity(Vector3 velocity) + { + _internalVelocityAdd += velocity; + } + + public void BeforeCharacterUpdate(float deltaTime) + { + + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + + + + + } + + public void PostGroundingUpdate(float deltaTime) + { + + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/UseCustom/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/UseCustom/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..906d864e --- /dev/null +++ b/Assets/Third/KinematicCharacterController/UseCustom/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 47ce8ffaef1bcab40b55976e43d03fed +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/UseCustom/Scripts/MyCustomExampleCharacterCamera.cs b/Assets/Third/KinematicCharacterController/UseCustom/Scripts/MyCustomExampleCharacterCamera.cs new file mode 100644 index 00000000..f96e84a0 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/UseCustom/Scripts/MyCustomExampleCharacterCamera.cs @@ -0,0 +1,169 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +namespace CustomUse { +public class MyCustomExampleCharacterCamera: MonoBehaviour +{ + [Header("Framing")] + public Camera Camera; + public Vector2 FollowPointFraming = new Vector2(0f, 0f); + public float FollowingSharpness = 10000f; + + [Header("Distance")] + public float DefaultDistance = 6f; + public float MinDistance = 0f; + public float MaxDistance = 10f; + public float DistanceMovementSpeed = 5f; + public float DistanceMovementSharpness = 10f; + [Header("Rotation")] + public bool InvertX = false; + public bool InvertY = false; + [Range(-90f, 90f)] + public float DefaultVerticalAngle = 20f; + [Range(-90f, 90f)] + public float MinVerticalAngle = -90f; + [Range(-90f, 90f)] + public float MaxVerticalAngle = 90f; + public float RotationSpeed = 1f; + public float RotationSharpness = 10000f; + public bool RotateWithPhysicsMover = false; + [Header("Obstruction")] + public float ObstructionCheckRadius = 0.2f; + public LayerMask ObstructionLayers = -1; + public float ObstructionSharpness = 10000f; + public List IgnoredColliders = new List(); + public Transform Transform { get; private set; } + public Transform FollowTransform { get; private set; } + + public Vector3 PlanarDirection { get; set; } + public float TargetDistance { get; set; } + + private bool _distanceIsObstructed; + private float _currentDistance; + private float _targetVerticalAngle; + private RaycastHit _obstructionHit; + private int _obstructionCount; + private RaycastHit[] _obstructions = new RaycastHit[MaxObstructions]; + private float _obstructionTime; + private Vector3 _currentFollowPosition; + + private const int MaxObstructions = 32; + void OnValidate() + { + DefaultDistance = Mathf.Clamp(DefaultDistance, MinDistance, MaxDistance); + DefaultVerticalAngle = Mathf.Clamp(DefaultVerticalAngle, MinVerticalAngle, MaxVerticalAngle); + } + void Awake() + { + Transform = this.transform; + + _currentDistance = DefaultDistance; + TargetDistance = _currentDistance; + + _targetVerticalAngle = 0f; + + PlanarDirection = Vector3.forward; + } + // ΧƵı任 + public void SetFollowTransform(Transform t) + { + FollowTransform = t; + PlanarDirection = FollowTransform.forward; + _currentFollowPosition = FollowTransform.position; + } + public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput) + { + if (FollowTransform) + { + if (InvertX) + { + rotationInput.x *= -1f; + } + if (InvertY) + { + rotationInput.y *= -1f; + } + + // ת + Quaternion rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed)); + PlanarDirection = rotationFromInput * PlanarDirection; + PlanarDirection = Vector3.Cross(FollowTransform.up, Vector3.Cross(PlanarDirection, FollowTransform.up)); + Quaternion planarRot = Quaternion.LookRotation(PlanarDirection, FollowTransform.up); + + _targetVerticalAngle -= (rotationInput.y * RotationSpeed); + _targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, MinVerticalAngle, MaxVerticalAngle); + Quaternion verticalRot = Quaternion.Euler(_targetVerticalAngle, 0, 0); + Quaternion targetRotation = Quaternion.Slerp(Transform.rotation, planarRot * verticalRot, 1f - Mathf.Exp(-RotationSharpness * deltaTime)); + + // Ӧת + Transform.rotation = targetRotation; + + //վ + if (_distanceIsObstructed && Mathf.Abs(zoomInput) > 0f) + { + TargetDistance = _currentDistance; + } + TargetDistance += zoomInput * DistanceMovementSpeed; + TargetDistance = Mathf.Clamp(TargetDistance, MinDistance, MaxDistance); + + // ҵƽĸλ + _currentFollowPosition = Vector3.Lerp(_currentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-FollowingSharpness * deltaTime)); + + // ϰ + { + RaycastHit closestHit = new RaycastHit(); + closestHit.distance = Mathf.Infinity; + _obstructionCount = Physics.SphereCastNonAlloc(_currentFollowPosition, ObstructionCheckRadius, -Transform.forward, _obstructions, TargetDistance, ObstructionLayers, QueryTriggerInteraction.Ignore); + for (int i = 0; i < _obstructionCount; i++) + { + bool isIgnored = false; + for (int j = 0; j < IgnoredColliders.Count; j++) + { + if (IgnoredColliders[j] == _obstructions[i].collider) + { + isIgnored = true; + break; + } + } + for (int j = 0; j < IgnoredColliders.Count; j++) + { + if (IgnoredColliders[j] == _obstructions[i].collider) + { + isIgnored = true; + break; + } + } + + if (!isIgnored && _obstructions[i].distance < closestHit.distance && _obstructions[i].distance > 0) + { + closestHit = _obstructions[i]; + } + } + + // ϰ̽ + if (closestHit.distance < Mathf.Infinity) + { + _distanceIsObstructed = true; + _currentDistance = Mathf.Lerp(_currentDistance, closestHit.distance, 1 - Mathf.Exp(-ObstructionSharpness * deltaTime)); + } + // û谭 + else + { + _distanceIsObstructed = false; + _currentDistance = Mathf.Lerp(_currentDistance, TargetDistance, 1 - Mathf.Exp(-DistanceMovementSharpness * deltaTime)); + } + } + + // ƽλ + Vector3 targetPosition = _currentFollowPosition - ((targetRotation * Vector3.forward) * _currentDistance); + + // + targetPosition += Transform.right * FollowPointFraming.x; + targetPosition += Transform.up * FollowPointFraming.y; + + // Ӧò + Transform.position = targetPosition; + } + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/UseCustom/Scripts/MyCustomExampleCharacterCamera.cs.meta b/Assets/Third/KinematicCharacterController/UseCustom/Scripts/MyCustomExampleCharacterCamera.cs.meta new file mode 100644 index 00000000..8ef77e6d --- /dev/null +++ b/Assets/Third/KinematicCharacterController/UseCustom/Scripts/MyCustomExampleCharacterCamera.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 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Assign to motor + Motor.CharacterController = this; + } + + public void BeforeCharacterUpdate(float deltaTime) + { + // This is called before the motor does anything + } + + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + // This is called when the motor wants to know what its rotation should be right now + } + + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + // This is called when the motor wants to know what its velocity should be right now + } + + public void AfterCharacterUpdate(float deltaTime) + { + // This is called after the motor has finished everything in its update + } + + public bool IsColliderValidForCollisions(Collider coll) + { + // This is called after when the motor wants to know if the collider can be collided with (or if we just go through it) + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // This is called when the motor's ground probing detects a ground hit + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // This is called when the motor's movement logic detects a hit + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + // This is called after every hit detected in the motor, to give you a chance to modify the HitStabilityReport any way you want + } + + public void PostGroundingUpdate(float deltaTime) + { + // This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + // This is called by the motor when it is detecting a collision that did not result from a "movement hit". + } + } +} \ No 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mode 100644 index 00000000..1e3f1c09 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/1- Player Camera Character Setup/Scripts/MyPlayer.cs @@ -0,0 +1,71 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.PlayerCameraCharacterSetup +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private Vector3 _lookInputVector = Vector3.zero; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders = Character.GetComponentsInChildren().ToList(); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw("Mouse Y"); + float mouseLookAxisRight = Input.GetAxisRaw("Mouse X"); + _lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + _lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis("Mouse ScrollWheel"); + #if UNITY_WEBGL + scrollInput = 0f; + #endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, _lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + 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System; + +namespace KinematicCharacterController.Walkthrough.MultipleMovementStates +{ + public enum CharacterState + { + Default, + } + + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + public float MaxStableDistanceFromLedge = 5f; + [Range(0f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public bool OrientTowardsGravity = false; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _doubleJumpConsumed = false; + private bool _jumpedThisFrame = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + + // Handle initial state + TransitionToState(CharacterState.Default); + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + break; + } + } + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..87e96a02 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cdd0dd2408e42ba47b026e5583efd762 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyPlayer.cs new file mode 100644 index 00000000..30af5492 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyPlayer.cs @@ -0,0 +1,94 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.MultipleMovementStates +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyPlayer.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyPlayer.cs.meta new file mode 100644 index 00000000..34eca035 --- /dev/null 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b/Assets/Third/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyCharacterController.cs @@ -0,0 +1,533 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.ChargingState +{ + public enum CharacterState + { + Default, + Charging, + } + + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + public bool ChargingDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + public float MaxStableDistanceFromLedge = 5f; + [Range(0f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Charging")] + public float ChargeSpeed = 15f; + public float MaxChargeTime = 1.5f; + public float StoppedTime = 1f; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public bool OrientTowardsGravity = false; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _doubleJumpConsumed = false; + private bool _jumpedThisFrame = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private Vector3 _currentChargeVelocity; + private bool _isStopped; + private bool _mustStopVelocity = false; + private float _timeSinceStartedCharge = 0; + private float _timeSinceStopped = 0; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + + // Handle initial state + TransitionToState(CharacterState.Default); + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + case CharacterState.Charging: + { + _currentChargeVelocity = Motor.CharacterForward * ChargeSpeed; + _isStopped = false; + _timeSinceStartedCharge = 0f; + _timeSinceStopped = 0f; + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Handle state transition from input + if (inputs.ChargingDown) + { + TransitionToState(CharacterState.Charging); + } + + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + break; + } + case CharacterState.Charging: + { + // Update times + _timeSinceStartedCharge += deltaTime; + if (_isStopped) + { + _timeSinceStopped += deltaTime; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + case CharacterState.Charging: + { + // If we have stopped and need to cancel velocity, do it here + if (_mustStopVelocity) + { + currentVelocity = Vector3.zero; + _mustStopVelocity = false; + } + + if (_isStopped) + { + // When stopped, do no velocity handling except gravity + currentVelocity += Gravity * deltaTime; + } + else + { + // When charging, velocity is always constant + float previousY = currentVelocity.y; + currentVelocity = _currentChargeVelocity; + currentVelocity.y = previousY; + currentVelocity += Gravity * deltaTime; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + case CharacterState.Charging: + { + // Detect being stopped by elapsed time + if (!_isStopped && _timeSinceStartedCharge > MaxChargeTime) + { + _mustStopVelocity = true; + _isStopped = true; + } + + // Detect end of stopping phase and transition back to default movement state + if (_timeSinceStopped > StoppedTime) + { + TransitionToState(CharacterState.Default); + } + break; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + break; + } + case CharacterState.Charging: + { + // Detect being stopped by obstructions + if (!_isStopped && !hitStabilityReport.IsStable && Vector3.Dot(-hitNormal, _currentChargeVelocity.normalized) > 0.5f) + { + _mustStopVelocity = true; + _isStopped = true; + } + break; + } + } + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..7e729523 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 235082069226ea94baef1f813ba0f943 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyPlayer.cs new file mode 100644 index 00000000..7d76e7ad --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyPlayer.cs @@ -0,0 +1,95 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.ChargingState +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + characterInputs.ChargingDown = Input.GetKeyDown(KeyCode.Q); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyPlayer.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyPlayer.cs.meta new file mode 100644 index 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state/Scripts/MyCharacterController.cs @@ -0,0 +1,556 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.NoClipState +{ + public enum CharacterState + { + Default, + NoClip, + } + + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool JumpHeld; + public bool CrouchDown; + public bool CrouchUp; + public bool CrouchHeld; + public bool NoClipDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + public float MaxStableDistanceFromLedge = 5f; + [Range(0f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("NoClip")] + public float NoClipMoveSpeed = 10f; + public float NoClipSharpness = 15; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public bool OrientTowardsGravity = false; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpInputIsHeld = false; + private bool _crouchInputIsHeld = false; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _doubleJumpConsumed = false; + private bool _jumpedThisFrame = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + + + //public float _rotSpeed = 5.12f;// 256.0f; + //public float _RotSpeed { get => _rotSpeed * ZXK.GYJQR.GameManager.Instance._CurMouseFlexible; } + + //public float _moveSpeed = 0.06f;// 3.0f; + //private float _MoveSpeed { get => _moveSpeed /** ZXK.GYJQR.GameManager.Instance._CurMouseFlexible*/; } + + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + + // Handle initial state + TransitionToState(CharacterState.Default); + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + case CharacterState.NoClip: + { + //ԶײҲ + //Motor.SetCapsuleCollisionsActivation(false); + // Motor.SetMovementCollisionsSolvingActivation(false); + Motor.SetGroundSolvingActivation(false); + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + case CharacterState.NoClip: + { + Motor.SetCapsuleCollisionsActivation(true); + Motor.SetMovementCollisionsSolvingActivation(true); + Motor.SetGroundSolvingActivation(true); + break; + } + } + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + + //ԶNoClip״̬ + TransitionToState(CharacterState.NoClip); + + _jumpInputIsHeld = inputs.JumpHeld; + _crouchInputIsHeld = inputs.CrouchHeld; + + + Vector3 moveInputVector = GetInputTranslationDirection(); + + + + + + + + + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + + _lookInputVector = cameraPlanarDirection; + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + break; + } + //Զģʽ + case CharacterState.NoClip: + { + + _moveInputVector = moveInputVector; + + if (_moveInputVector.magnitude != 0) + { + } + _lookInputVector = cameraPlanarDirection; + break; + } + } + } + + Vector3 GetInputTranslationDirection() + { + Vector3 direction = new Vector3(); + if (Input.GetKey(KeyCode.W)) + { + Vector3 forward = new Vector3(transform.forward.x, 0, transform.forward.z); + direction += forward.normalized; + } + if (Input.GetKey(KeyCode.S)) + { + Vector3 forward = new Vector3(transform.forward.x, 0, transform.forward.z); + direction -= forward.normalized; + } + if (Input.GetKey(KeyCode.A)) + { + Vector3 right = new Vector3(transform.right.x, 0, transform.right.z); + direction -= right; + } + if (Input.GetKey(KeyCode.D)) + { + Vector3 right = new Vector3(transform.right.x, 0, transform.right.z); + direction += right; + } + if (Input.GetKey(KeyCode.Q))//transform.position.y < _maxPos.y && + { + direction += Vector3.up; + } + if (Input.GetKey(KeyCode.E))//transform.position.y > _minPos.y && + { + direction += Vector3.down; + } + /// ֣ƶ + //if (/*CG.UTility.PopUpMng._TriAble*/) + // return direction; + //else + // return Vector3.zero; + //κƶ + return direction; + } + int index; + + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + case CharacterState.NoClip: + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + case CharacterState.NoClip: + { + float verticalInput = 0f + (_jumpInputIsHeld ? 1f : 0f) + (_crouchInputIsHeld ? -1f : 0f); + + // Smoothly interpolate to target velocity + Vector3 targetMovementVelocity = (_moveInputVector + (Motor.CharacterUp * verticalInput)).normalized * NoClipMoveSpeed; + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-NoClipSharpness * deltaTime)); + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + break; + } + } + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..a2e28db7 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 78ff0994cb11f364795e0da470aceef8 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyPlayer.cs new file mode 100644 index 00000000..417e2e4f --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyPlayer.cs @@ -0,0 +1,72 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.NoClipState +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + OrbitCamera.SetFollowTransform(CameraFollowPoint); + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + playerCharacterInputs.NoClipDown = true; + } + PlayerCharacterInputs playerCharacterInputs = new PlayerCharacterInputs(); + private void Update() + { + Cursor.visible = true; + + HandleCharacterInput(); + } + //private int maxView = 80; + //private int minView = 10; + //private float slideSpeed = 20; + private void LateUpdate() + { + + HandleCameraInput(); + } + //private float _zoomSpeed = 1.6f; + //public float _ZoomSpeed { get => _zoomSpeed ; } + //private float _minZoom = 5.0f; + //private float _maxZoom = 100f; + private void HandleCameraInput() + { + + float mouseLookAxisUp = 0; + float mouseLookAxisRight = 0; + //if (CG.UTility.PopUpMng._TriAble) + //{ + mouseLookAxisUp = Input.GetAxis(MouseYInput); + mouseLookAxisRight = Input.GetAxis(MouseXInput); + //} + + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.JumpHeld = Input.GetKey(KeyCode.Q); + characterInputs.CrouchHeld = Input.GetKey(KeyCode.E); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyPlayer.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyPlayer.cs.meta new file mode 100644 index 00000000..f763cf35 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyPlayer.cs.meta @@ -0,0 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PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool JumpHeld; + public bool CrouchDown; + public bool CrouchUp; + public bool CrouchHeld; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + public float MaxStableDistanceFromLedge = 5f; + [Range(0f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Swimming")] + public Transform SwimmingReferencePoint; + public LayerMask WaterLayer; + public float SwimmingSpeed = 4f; + public float SwimmingMovementSharpness = 3; + public float SwimmingOrientationSharpness = 2f; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public bool OrientTowardsGravity = false; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpInputIsHeld = false; + private bool _crouchInputIsHeld = false; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _doubleJumpConsumed = false; + private bool _jumpedThisFrame = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + private Collider _waterZone; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + + // Handle initial state + TransitionToState(CharacterState.Default); + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + Motor.SetGroundSolvingActivation(true); + break; + } + case CharacterState.Swimming: + { + Motor.SetGroundSolvingActivation(false); + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + _jumpInputIsHeld = inputs.JumpHeld; + _crouchInputIsHeld = inputs.CrouchHeld; + + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + break; + } + case CharacterState.Swimming: + { + _jumpRequested = inputs.JumpHeld; + + _moveInputVector = inputs.CameraRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + // Handle detecting water surfaces + { + // Do a character overlap test to detect water surfaces + if (Motor.CharacterOverlap(Motor.TransientPosition, Motor.TransientRotation, _probedColliders, WaterLayer, QueryTriggerInteraction.Collide) > 0) + { + // If a water surface was detected + if (_probedColliders[0] != null) + { + // If the swimming reference point is inside the box, make sure we are in swimming state + if (Physics.ClosestPoint(SwimmingReferencePoint.position, _probedColliders[0], _probedColliders[0].transform.position, _probedColliders[0].transform.rotation) == SwimmingReferencePoint.position) + { + if (CurrentCharacterState == CharacterState.Default) + { + TransitionToState(CharacterState.Swimming); + _waterZone = _probedColliders[0]; + } + } + // otherwise; default state + else + { + if (CurrentCharacterState == CharacterState.Swimming) + { + TransitionToState(CharacterState.Default); + } + } + } + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + case CharacterState.Swimming: + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + case CharacterState.Swimming: + { + float verticalInput = 0f + (_jumpInputIsHeld ? 1f : 0f) + (_crouchInputIsHeld ? -1f : 0f); + + // Smoothly interpolate to target swimming velocity + Vector3 targetMovementVelocity = (_moveInputVector + (Motor.CharacterUp * verticalInput)).normalized * SwimmingSpeed; + Vector3 smoothedVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-SwimmingMovementSharpness * deltaTime)); + + // See if our swimming reference point would be out of water after the movement from our velocity has been applied + { + Vector3 resultingSwimmingReferancePosition = Motor.TransientPosition + (smoothedVelocity * deltaTime) + (SwimmingReferencePoint.position - Motor.TransientPosition); + Vector3 closestPointWaterSurface = Physics.ClosestPoint(resultingSwimmingReferancePosition, _waterZone, _waterZone.transform.position, _waterZone.transform.rotation); + + // if our position would be outside the water surface on next update, project the velocity on the surface normal so that it would not take us out of the water + if (closestPointWaterSurface != resultingSwimmingReferancePosition) + { + Vector3 waterSurfaceNormal = (resultingSwimmingReferancePosition - closestPointWaterSurface).normalized; + smoothedVelocity = Vector3.ProjectOnPlane(smoothedVelocity, waterSurfaceNormal); + + // Jump out of water + if (_jumpRequested) + { + smoothedVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + } + } + } + + currentVelocity = smoothedVelocity; + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + break; + } + } + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..d70ef342 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e0ea9886d276c4240a64a52df00bff13 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyPlayer.cs new file mode 100644 index 00000000..58ebed19 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyPlayer.cs @@ -0,0 +1,96 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.SwimmingState +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.JumpHeld = Input.GetKey(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + characterInputs.CrouchHeld = Input.GetKey(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyPlayer.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/13- Swimming 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b/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyCharacterController.cs @@ -0,0 +1,604 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.ClimbingLadders +{ + public enum CharacterState + { + Default, + Climbing, + } + + public enum ClimbingState + { + Anchoring, + Climbing, + DeAnchoring + } + + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + public bool ClimbLadder; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + public float MaxStableDistanceFromLedge = 5f; + [Range(0f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Ladder Climbing")] + public float ClimbingSpeed = 4f; + public float AnchoringDuration = 0.25f; + public LayerMask InteractionLayer; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public bool OrientTowardsGravity = false; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _doubleJumpConsumed = false; + private bool _jumpedThisFrame = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + // Ladder vars + private float _ladderUpDownInput; + private MyLadder _activeLadder { get; set; } + private ClimbingState _internalClimbingState; + private ClimbingState _climbingState + { + get + { + return _internalClimbingState; + } + set + { + _internalClimbingState = value; + _anchoringTimer = 0f; + _anchoringStartPosition = Motor.TransientPosition; + _anchoringStartRotation = Motor.TransientRotation; + } + } + private Vector3 _ladderTargetPosition; + private Quaternion _ladderTargetRotation; + private float _onLadderSegmentState = 0; + private float _anchoringTimer = 0f; + private Vector3 _anchoringStartPosition = Vector3.zero; + private Quaternion _anchoringStartRotation = Quaternion.identity; + private Quaternion _rotationBeforeClimbing = Quaternion.identity; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + + // Handle initial state + TransitionToState(CharacterState.Default); + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + case CharacterState.Climbing: + { + _rotationBeforeClimbing = Motor.TransientRotation; + + Motor.SetMovementCollisionsSolvingActivation(false); + Motor.SetGroundSolvingActivation(false); + _climbingState = ClimbingState.Anchoring; + + // Store the target position and rotation to snap to + _ladderTargetPosition = _activeLadder.ClosestPointOnLadderSegment(Motor.TransientPosition, out _onLadderSegmentState); + _ladderTargetRotation = _activeLadder.transform.rotation; + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + case CharacterState.Climbing: + { + Motor.SetMovementCollisionsSolvingActivation(true); + Motor.SetGroundSolvingActivation(true); + break; + } + } + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Handle ladder transitions + _ladderUpDownInput = inputs.MoveAxisForward; + if (inputs.ClimbLadder) + { + if (Motor.CharacterOverlap(Motor.TransientPosition, Motor.TransientRotation, _probedColliders, InteractionLayer, QueryTriggerInteraction.Collide) > 0) + { + if (_probedColliders[0] != null) + { + // Handle ladders + MyLadder ladder = _probedColliders[0].gameObject.GetComponent(); + if (ladder) + { + // Transition to ladder climbing state + if (CurrentCharacterState == CharacterState.Default) + { + _activeLadder = ladder; + TransitionToState(CharacterState.Climbing); + } + // Transition back to default movement state + else if (CurrentCharacterState == CharacterState.Climbing) + { + _climbingState = ClimbingState.DeAnchoring; + _ladderTargetPosition = Motor.TransientPosition; + _ladderTargetRotation = _rotationBeforeClimbing; + } + } + } + } + } + + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + break; + } + case CharacterState.Climbing: + { + switch (_climbingState) + { + case ClimbingState.Climbing: + currentRotation = _activeLadder.transform.rotation; + break; + case ClimbingState.Anchoring: + case ClimbingState.DeAnchoring: + currentRotation = Quaternion.Slerp(_anchoringStartRotation, _ladderTargetRotation, (_anchoringTimer / AnchoringDuration)); + break; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + case CharacterState.Climbing: + { + currentVelocity = Vector3.zero; + + switch (_climbingState) + { + case ClimbingState.Climbing: + currentVelocity = (_ladderUpDownInput * _activeLadder.transform.up).normalized * ClimbingSpeed; + break; + case ClimbingState.Anchoring: + case ClimbingState.DeAnchoring: + Vector3 tmpPosition = Vector3.Lerp(_anchoringStartPosition, _ladderTargetPosition, (_anchoringTimer / AnchoringDuration)); + currentVelocity = Motor.GetVelocityForMovePosition(Motor.TransientPosition, tmpPosition, deltaTime); + break; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + case CharacterState.Climbing: + { + switch (_climbingState) + { + case ClimbingState.Climbing: + // Detect getting off ladder during climbing + _activeLadder.ClosestPointOnLadderSegment(Motor.TransientPosition, out _onLadderSegmentState); + if (Mathf.Abs(_onLadderSegmentState) > 0.05f) + { + _climbingState = ClimbingState.DeAnchoring; + + // If we're higher than the ladder top point + if (_onLadderSegmentState > 0) + { + _ladderTargetPosition = _activeLadder.TopReleasePoint.position; + _ladderTargetRotation = _activeLadder.TopReleasePoint.rotation; + } + // If we're lower than the ladder bottom point + else if (_onLadderSegmentState < 0) + { + _ladderTargetPosition = _activeLadder.BottomReleasePoint.position; + _ladderTargetRotation = _activeLadder.BottomReleasePoint.rotation; + } + } + break; + case ClimbingState.Anchoring: + case ClimbingState.DeAnchoring: + // Detect transitioning out from anchoring states + if (_anchoringTimer >= AnchoringDuration) + { + if (_climbingState == ClimbingState.Anchoring) + { + _climbingState = ClimbingState.Climbing; + } + else if (_climbingState == ClimbingState.DeAnchoring) + { + TransitionToState(CharacterState.Default); + } + } + + // Keep track of time since we started anchoring + _anchoringTimer += deltaTime; + break; + } + break; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + break; + } + } + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..c0b7a77a --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8d44422eef151e74c8387f4da8838cf6 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs b/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs new file mode 100644 index 00000000..e275ac5d --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs @@ -0,0 +1,71 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController.Walkthrough.ClimbingLadders +{ + public class MyLadder : MonoBehaviour + { + // Ladder segment + public Vector3 LadderSegmentBottom; + public float LadderSegmentLength; + + // Points to move to when reaching one of the extremities and moving off of the ladder + public Transform BottomReleasePoint; + public Transform TopReleasePoint; + + // Gets the position of the bottom point of the ladder segment + public Vector3 BottomAnchorPoint + { + get + { + return transform.position + transform.TransformVector(LadderSegmentBottom); + } + } + + // Gets the position of the top point of the ladder segment + public Vector3 TopAnchorPoint + { + get + { + return transform.position + transform.TransformVector(LadderSegmentBottom) + (transform.up * LadderSegmentLength); + } + } + + public Vector3 ClosestPointOnLadderSegment(Vector3 fromPoint, out float onSegmentState) + { + Vector3 segment = TopAnchorPoint - BottomAnchorPoint; + Vector3 segmentPoint1ToPoint = fromPoint - BottomAnchorPoint; + float pointProjectionLength = Vector3.Dot(segmentPoint1ToPoint, segment.normalized); + + // When higher than bottom point + if(pointProjectionLength > 0) + { + // If we are not higher than top point + if (pointProjectionLength <= segment.magnitude) + { + onSegmentState = 0; + return BottomAnchorPoint + (segment.normalized * pointProjectionLength); + } + // If we are higher than top point + else + { + onSegmentState = pointProjectionLength - segment.magnitude; + return TopAnchorPoint; + } + } + // When lower than bottom point + else + { + onSegmentState = pointProjectionLength; + return BottomAnchorPoint; + } + } + + private void OnDrawGizmos() + { + Gizmos.color = Color.cyan; + Gizmos.DrawLine(BottomAnchorPoint, TopAnchorPoint); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs.meta new file mode 100644 index 00000000..50070a4f --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7c9bfe760a258784bac7a3dfe4c2018d +timeCreated: 1507424829 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyPlayer.cs new file mode 100644 index 00000000..23831a7b --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyPlayer.cs @@ -0,0 +1,95 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.ClimbingLadders +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + characterInputs.ClimbLadder = Input.GetKeyUp(KeyCode.E); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyPlayer.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyPlayer.cs.meta new file mode 100644 index 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.986777782, z: -.000264319213, w: -.0166035369} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightArm + position: {x: -.100501455, y: -2.49664549e-06, z: -5.22836601e-08} + rotation: {x: .13713856, y: .985173404, z: .0769179687, w: .0686292574} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightForeArm + position: {x: .253428251, y: .00601135287, z: -.0167045239} + rotation: {x: .237398192, y: .0239303056, z: -.0130977379, w: .971029282} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHand + position: {x: .245373696, y: .0216417722, z: .00555046508} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandIndex1 + position: {x: .0747694969, y: -.00124305359, z: .0343444981} + rotation: {x: -.0193142965, y: .144485593, z: -.0552937947, w: .987771988} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandIndex2 + position: {x: .0370584019, y: .00072612107, z: .0145388944} + rotation: {x: -.0626306161, y: .0217898954, z: .0492491424, w: .996582806} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandIndex3 + position: {x: .0252250377, y: -.00496646529, z: .0110121462} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandMiddle1 + position: {x: .0756476447, y: .00479140272, z: .0118531818} + rotation: {x: -.0083159646, y: .0137313176, z: -.0464223213, w: .998792946} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandMiddle2 + position: {x: .0438090637, y: .000194188149, z: .00645493623} + rotation: {x: -.0187553763, y: -.0444608666, z: .0846683979, w: .995240033} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandMiddle3 + position: {x: .0330724716, y: -.00754753686, z: .00168984616} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandPinky1 + position: {x: .0668033436, y: -.00199410855, z: -.0307561457} + rotation: {x: -.0065329643, y: -.250651777, z: -.016728282, w: .967910707} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandPinky2 + position: {x: .0285308417, y: -.001397143, z: -.0116237961} + rotation: {x: .033050999, y: .000949021487, z: -.0588754006, w: .997717619} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandPinky3 + position: {x: .0214268602, y: -.000553508929, z: -.00851660781} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandRing1 + position: {x: .0705984756, y: .00245709671, z: -.00982145779} + rotation: {x: -.0121607138, y: -.11751543, z: -.0254483633, w: .992670476} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandRing2 + position: {x: .0428871848, y: -.00137538207, z: -.00494585838} + rotation: {x: .0222987644, y: -.0217661057, z: .0794658363, w: .996350527} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandRing3 + position: {x: .0295006037, y: -.00769293541, z: -.00462225592} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandThumb1 + position: {x: .0146849155, y: -.0111049423, z: .0258580949} + rotation: {x: -.101609342, y: .0311730728, z: .104487799, w: .988830745} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandThumb2 + position: {x: .0163739994, y: -.00528999977, z: .0234913602} + rotation: {x: -.0260628574, y: -.0966915861, z: -.00360764307, w: .994966567} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandThumb3 + position: {x: .0254599992, y: -.00763999997, z: .0208330005} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + armTwist: .5 + foreArmTwist: .5 + upperLegTwist: .5 + legTwist: .5 + armStretch: .0500000007 + legStretch: .0500000007 + feetSpacing: 0 + rootMotionBoneName: + lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 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EthanRightBrow + 100262: EthanRightCorner + 100264: EthanRightEye + 100266: EthanRightFoot + 100268: EthanRightForeArm + 100270: EthanRightHand + 100272: EthanRightHandIndex1 + 100274: EthanRightHandIndex2 + 100276: EthanRightHandIndex3 + 100278: EthanRightHandIndex4 + 100280: EthanRightHandMiddle1 + 100282: EthanRightHandMiddle2 + 100284: EthanRightHandMiddle3 + 100286: EthanRightHandMiddle4 + 100288: EthanRightHandPinky1 + 100290: EthanRightHandPinky2 + 100292: EthanRightHandPinky3 + 100294: EthanRightHandPinky4 + 100296: EthanRightHandRing1 + 100298: EthanRightHandRing2 + 100300: EthanRightHandRing3 + 100302: EthanRightHandRing4 + 100304: EthanRightHandThumb1 + 100306: EthanRightHandThumb2 + 100308: EthanRightHandThumb3 + 100310: EthanRightHandThumb4 + 100312: EthanRightLeg + 100314: EthanRightLowerLip + 100316: EthanRightShoulder + 100318: EthanRightToe1 + 100320: EthanRightToe2 + 100322: EthanRightUpLeg + 100324: EthanRightUpperLip + 100326: EthanSkeleton + 100328: EthanSpine + 100330: EthanSpine1 + 100332: EthanSpine2 + 100334: EthanUpperLip + 100336: EthanBody1 + 100338: EthanSkeleton1 + 400000: char_cyberKid_Badge + 400002: char_ethan_body + 400004: char_ethan_glasses + 400006: char_ethan_Head + 400008: char_ethan_Head1 + 400010: char_ethan_Hips + 400012: char_ethan_Jaw + 400014: char_ethan_LeftArm + 400016: char_ethan_LeftBlink + 400018: char_ethan_LeftBrow + 400020: char_ethan_LeftCorner + 400022: char_ethan_LeftEye + 400024: char_ethan_LeftFoot + 400026: char_ethan_LeftForeArm + 400028: char_ethan_LeftHand + 400030: char_ethan_LeftHandIndex1 + 400032: char_ethan_LeftHandIndex2 + 400034: char_ethan_LeftHandIndex3 + 400036: char_ethan_LeftHandIndex4 + 400038: char_ethan_LeftHandMiddle1 + 400040: char_ethan_LeftHandMiddle2 + 400042: char_ethan_LeftHandMiddle3 + 400044: char_ethan_LeftHandMiddle4 + 400046: char_ethan_LeftHandPinky1 + 400048: char_ethan_LeftHandPinky2 + 400050: char_ethan_LeftHandPinky3 + 400052: char_ethan_LeftHandPinky4 + 400054: char_ethan_LeftHandRing1 + 400056: char_ethan_LeftHandRing2 + 400058: char_ethan_LeftHandRing3 + 400060: char_ethan_LeftHandRing4 + 400062: char_ethan_LeftHandThumb1 + 400064: char_ethan_LeftHandThumb2 + 400066: char_ethan_LeftHandThumb3 + 400068: char_ethan_LeftHandThumb4 + 400070: char_ethan_LeftLeg + 400072: char_ethan_LeftLowerLip + 400074: char_ethan_LeftShoulder + 400076: char_ethan_LeftToe1 + 400078: char_ethan_LeftToe2 + 400080: char_ethan_LeftUpLeg + 400082: char_ethan_LeftUpperLip + 400084: char_ethan_LowerLip + 400086: char_ethan_Neck + 400088: char_ethan_RightArm + 400090: char_ethan_RightBlink + 400092: char_ethan_RightBrow + 400094: char_ethan_RightCorner + 400096: char_ethan_RightEye + 400098: char_ethan_RightFoot + 400100: char_ethan_RightForeArm + 400102: char_ethan_RightHand + 400104: char_ethan_RightHandIndex1 + 400106: char_ethan_RightHandIndex2 + 400108: char_ethan_RightHandIndex3 + 400110: char_ethan_RightHandIndex4 + 400112: char_ethan_RightHandMiddle1 + 400114: char_ethan_RightHandMiddle2 + 400116: char_ethan_RightHandMiddle3 + 400118: char_ethan_RightHandMiddle4 + 400120: char_ethan_RightHandPinky1 + 400122: char_ethan_RightHandPinky2 + 400124: char_ethan_RightHandPinky3 + 400126: char_ethan_RightHandPinky4 + 400128: char_ethan_RightHandRing1 + 400130: char_ethan_RightHandRing2 + 400132: char_ethan_RightHandRing3 + 400134: char_ethan_RightHandRing4 + 400136: char_ethan_RightHandThumb1 + 400138: char_ethan_RightHandThumb2 + 400140: char_ethan_RightHandThumb3 + 400142: char_ethan_RightHandThumb4 + 400144: char_ethan_RightLeg + 400146: char_ethan_RightLowerLip + 400148: char_ethan_RightShoulder + 400150: char_ethan_RightToe1 + 400152: char_ethan_RightToe2 + 400154: char_ethan_RightUpLeg + 400156: char_ethan_RightUpperLip + 400158: char_ethan_skeleton + 400160: char_ethan_Spine + 400162: char_ethan_Spine1 + 400164: char_ethan_Spine2 + 400166: char_ethan_UpperLip + 400168: //RootNode + 400170: EthanBody + 400172: EthanGlasses + 400174: EthanHead + 400176: EthanHead1 + 400178: EthanHips + 400180: EthanJaw + 400182: EthanLeftArm + 400184: EthanLeftBlink + 400186: EthanLeftBrow + 400188: EthanLeftCorner + 400190: EthanLeftEye + 400192: EthanLeftFoot + 400194: EthanLeftForeArm + 400196: EthanLeftHand + 400198: EthanLeftHandIndex1 + 400200: EthanLeftHandIndex2 + 400202: EthanLeftHandIndex3 + 400204: EthanLeftHandIndex4 + 400206: EthanLeftHandMiddle1 + 400208: EthanLeftHandMiddle2 + 400210: EthanLeftHandMiddle3 + 400212: EthanLeftHandMiddle4 + 400214: EthanLeftHandPinky1 + 400216: EthanLeftHandPinky2 + 400218: EthanLeftHandPinky3 + 400220: EthanLeftHandPinky4 + 400222: EthanLeftHandRing1 + 400224: EthanLeftHandRing2 + 400226: EthanLeftHandRing3 + 400228: EthanLeftHandRing4 + 400230: EthanLeftHandThumb1 + 400232: EthanLeftHandThumb2 + 400234: EthanLeftHandThumb3 + 400236: EthanLeftHandThumb4 + 400238: EthanLeftLeg + 400240: EthanLeftLowerLip + 400242: EthanLeftShoulder + 400244: EthanLeftToe1 + 400246: EthanLeftToe2 + 400248: EthanLeftUpLeg + 400250: EthanLeftUpperLip + 400252: EthanLowerLip + 400254: EthanNeck + 400256: EthanRightArm + 400258: EthanRightBlink + 400260: EthanRightBrow + 400262: EthanRightCorner + 400264: EthanRightEye + 400266: EthanRightFoot + 400268: EthanRightForeArm + 400270: EthanRightHand + 400272: EthanRightHandIndex1 + 400274: EthanRightHandIndex2 + 400276: EthanRightHandIndex3 + 400278: EthanRightHandIndex4 + 400280: EthanRightHandMiddle1 + 400282: EthanRightHandMiddle2 + 400284: EthanRightHandMiddle3 + 400286: EthanRightHandMiddle4 + 400288: EthanRightHandPinky1 + 400290: EthanRightHandPinky2 + 400292: EthanRightHandPinky3 + 400294: EthanRightHandPinky4 + 400296: EthanRightHandRing1 + 400298: EthanRightHandRing2 + 400300: EthanRightHandRing3 + 400302: EthanRightHandRing4 + 400304: EthanRightHandThumb1 + 400306: EthanRightHandThumb2 + 400308: EthanRightHandThumb3 + 400310: EthanRightHandThumb4 + 400312: EthanRightLeg + 400314: EthanRightLowerLip + 400316: EthanRightShoulder + 400318: EthanRightToe1 + 400320: EthanRightToe2 + 400322: EthanRightUpLeg + 400324: EthanRightUpperLip + 400326: EthanSkeleton + 400328: EthanSpine + 400330: EthanSpine1 + 400332: EthanSpine2 + 400334: EthanUpperLip + 400336: EthanBody1 + 400338: EthanSkeleton1 + 4300000: char_ethan_glasses + 4300002: char_ethan_body + 4300004: EthanGlasses + 4300006: EthanBody + 4300008: EthanBody1 + 7400000: Take 001 + 9500000: //RootNode + 13700000: char_ethan_body + 13700002: char_ethan_glasses + 13700004: EthanBody + 13700006: EthanGlasses + 13700008: EthanBody1 + materials: + importMaterials: 1 + materialName: 1 + materialSearch: 2 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + resampleCurves: 1 + optimizeGameObjects: 0 + motionNodeName: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + animationCompression: 3 + animationRotationError: 0.5 + animationPositionError: 0.5 + animationScaleError: 0.5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: [] + globalScale: 0.01 + meshCompression: 0 + addColliders: 0 + importBlendShapes: 1 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 0 + optimizeMeshForGPU: 1 + keepQuads: 0 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 0 + tangentSpace: + normalSmoothAngle: 60 + normalImportMode: 0 + tangentImportMode: 4 + importAnimation: 1 + copyAvatar: 0 + humanDescription: + serializedVersion: 2 + human: + - boneName: EthanHips + humanName: Hips + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightUpLeg + humanName: RightUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightLeg + humanName: RightLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightFoot + humanName: RightFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightToe1 + humanName: RightToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanSpine1 + humanName: Spine + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanSpine2 + humanName: Chest + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightShoulder + humanName: RightShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightArm + humanName: RightUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightForeArm + humanName: RightLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHand + humanName: RightHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanHead + humanName: Head + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanJaw + humanName: Jaw + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightEye + humanName: RightEye + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftEye + humanName: LeftEye + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftShoulder + humanName: LeftShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftArm + humanName: LeftUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftForeArm + humanName: LeftLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHand + humanName: LeftHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftUpLeg + humanName: LeftUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftLeg + humanName: LeftLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftFoot + humanName: LeftFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftToe1 + humanName: LeftToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandThumb1 + humanName: Left Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandThumb2 + humanName: Left Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandThumb3 + humanName: Left Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandIndex1 + humanName: Left Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandIndex2 + humanName: Left Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandIndex3 + humanName: Left Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandMiddle1 + humanName: Left Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandMiddle2 + humanName: Left Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandMiddle3 + humanName: Left Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandRing1 + humanName: Left Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandRing2 + humanName: Left Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandRing3 + humanName: Left Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandPinky1 + humanName: Left Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandPinky2 + humanName: Left Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandPinky3 + humanName: Left Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandThumb1 + humanName: Right Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandThumb2 + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandThumb3 + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandIndex1 + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandIndex2 + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandIndex3 + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandMiddle1 + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandMiddle2 + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandMiddle3 + humanName: Right Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandRing1 + humanName: Right Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandRing2 + humanName: Right Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandRing3 + humanName: Right Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandPinky1 + humanName: Right Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandPinky2 + humanName: Right Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandPinky3 + humanName: Right Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + skeleton: + - name: Ethan(Clone) + parentName: + position: {x: 0, y: 0, z: 0} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanBody + parentName: Ethan(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanGlasses + parentName: Ethan(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanSkeleton + parentName: Ethan(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanHips + parentName: EthanSkeleton + position: {x: 0.00000042162256, y: 0.7787106, z: -0.033025585} + rotation: {x: -0.49999934, y: 0.49999934, z: -0.50000066, w: 0.50000066} + scale: {x: 1, y: 1, z: 1} + - name: EthanSpine + parentName: EthanHips + position: {x: -0.044983033, y: 0.00011812973, z: -0.000000026061407} + rotation: {x: -0.0000020492112, y: 0.0000006409474, z: 0.043222737, w: 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AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Animation Parameters")] + public Animator CharacterAnimator; + public float ForwardAxisSharpness = 10; + public float TurnAxisSharpness = 5; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private float _forwardAxis; + private float _rightAxis; + private float _targetForwardAxis; + private float _targetRightAxis; + private Vector3 _rootMotionPositionDelta; + private Quaternion _rootMotionRotationDelta; + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Axis inputs + _targetForwardAxis = inputs.MoveAxisForward; + _targetRightAxis = inputs.MoveAxisRight; + } + + private void Start() + { + _rootMotionPositionDelta = Vector3.zero; + _rootMotionRotationDelta = Quaternion.identity; + + // Assign to motor + Motor.CharacterController = this; + } + + private void Update() + { + // Handle animation + _forwardAxis = Mathf.Lerp(_forwardAxis, _targetForwardAxis, 1f - Mathf.Exp(-ForwardAxisSharpness * Time.deltaTime)); + _rightAxis = Mathf.Lerp(_rightAxis, _targetRightAxis, 1f - Mathf.Exp(-TurnAxisSharpness * Time.deltaTime)); + CharacterAnimator.SetFloat("Forward", _forwardAxis); + CharacterAnimator.SetFloat("Turn", _rightAxis); + CharacterAnimator.SetBool("OnGround", Motor.GroundingStatus.IsStableOnGround); + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + currentRotation = _rootMotionRotationDelta * currentRotation; + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + if (Motor.GroundingStatus.IsStableOnGround) + { + if (deltaTime > 0) + { + // The final velocity is the velocity from root motion reoriented on the ground plane + currentVelocity = _rootMotionPositionDelta / deltaTime; + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + } + else + { + // Prevent division by zero + currentVelocity = Vector3.zero; + } + } + else + { + if (_forwardAxis > 0f) + { + // If we want to move, add an acceleration to the velocity + Vector3 targetMovementVelocity = Motor.CharacterForward * _forwardAxis * MaxAirMoveSpeed; + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Reset root motion deltas + _rootMotionPositionDelta = Vector3.zero; + _rootMotionRotationDelta = Quaternion.identity; + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + private void OnAnimatorMove() + { + // Accumulate rootMotion deltas between character updates + _rootMotionPositionDelta += CharacterAnimator.deltaPosition; + _rootMotionRotationDelta = CharacterAnimator.deltaRotation * _rootMotionRotationDelta; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/15- Root motion example/Scripts/MyCharacterController.cs.meta 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System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.RootMotionExample +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, 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Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs b/Assets/Third/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs new file mode 100644 index 00000000..c95fe651 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs @@ -0,0 +1,187 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.FramePerfectRotation +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + public bool FramePerfectRotation = true; + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + } + + public void PostInputUpdate(float deltaTime, Vector3 cameraForward) + { + if (FramePerfectRotation) + { + _lookInputVector = Vector3.ProjectOnPlane(cameraForward, Motor.CharacterUp); + + Quaternion newRotation = default; + HandleRotation(ref newRotation, deltaTime); + MeshRoot.rotation = newRotation; + } + } + + private void HandleRotation(ref Quaternion rot, float deltaTime) + { + if (_lookInputVector != Vector3.zero) + { + rot = Quaternion.LookRotation(_lookInputVector, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + HandleRotation(ref currentRotation, deltaTime); + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..c4a616d4 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e02114dc2e1293b4f8244608a11fd813 +timeCreated: 1507245479 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyPlayer.cs new file mode 100644 index 00000000..e5dd346b --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyPlayer.cs @@ -0,0 +1,92 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.FramePerfectRotation +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + Character.PostInputUpdate(Time.deltaTime, OrbitCamera.transform.forward); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? 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b/Assets/Third/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts/MyCharacterController.cs @@ -0,0 +1,175 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.BasicMovement +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Misc")] + public bool RotationObstruction; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient source velocity on current ground slope (this is because we don't want our smoothing to cause any velocity losses in slope changes) + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + } + + public bool IsColliderValidForCollisions(Collider coll) + { + + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, 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VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + 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bool JumpDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // See if we actually are allowed to jump + if (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime)) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + // Handle jumping while sliding + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyCharacterController.cs.meta new file mode 100644 index 00000000..36b6c0e3 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9f052f48e80bba64c8fd341e19240cd1 +timeCreated: 1507245673 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyPlayer.cs new file mode 100644 index 00000000..b4ef84b8 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyPlayer.cs @@ -0,0 +1,92 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.SimpleJumping +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyPlayer.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyPlayer.cs.meta new file mode 100644 index 00000000..bf945b78 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyPlayer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c2f934d74d9c62e409691089041cc749 +timeCreated: 1507245673 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping.meta b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping.meta new file mode 100644 index 00000000..e00e7efd --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a745148b60f27df4196c3428d25cafe2 +folderAsset: yes +timeCreated: 1507245639 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyCharacterController.cs b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyCharacterController.cs new file mode 100644 index 00000000..392e2036 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyCharacterController.cs @@ -0,0 +1,261 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.DoubleJumping +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime)) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyCharacterController.cs.meta new file mode 100644 index 00000000..76abaf05 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2d04975d64d6f73489b29b0d953c1701 +timeCreated: 1507245715 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyPlayer.cs new file mode 100644 index 00000000..ce002f5c --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyPlayer.cs @@ -0,0 +1,91 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Walkthrough.DoubleJumping +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyPlayer.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyPlayer.cs.meta new file mode 100644 index 00000000..03f4157b --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyPlayer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c1d3de52431e52141b1432cc9c5a1a80 +timeCreated: 1507245715 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping.meta b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping.meta new file mode 100644 index 00000000..9a284c18 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 402b3ab8c3fb82f4e8f07cd42854f159 +folderAsset: yes +timeCreated: 1507245639 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyCharacterController.cs b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyCharacterController.cs new file mode 100644 index 00000000..a507cbb8 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyCharacterController.cs @@ -0,0 +1,280 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.WallJumping +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyCharacterController.cs.meta new file mode 100644 index 00000000..d208b86e --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2fd76c082aede85429438d24ce95942c +timeCreated: 1507245754 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyPlayer.cs new file mode 100644 index 00000000..a8262e11 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyPlayer.cs @@ -0,0 +1,91 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Walkthrough.WallJumping +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? 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System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.LandingLeavingGround +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + // Handle landing and leaving ground + if (Motor.GroundingStatus.IsStableOnGround && !Motor.LastGroundingStatus.IsStableOnGround) + { + OnLanded(); + } + else if (!Motor.GroundingStatus.IsStableOnGround && Motor.LastGroundingStatus.IsStableOnGround) + { + OnLeaveStableGround(); + } + } + + protected void OnLanded() + { + Debug.Log("Landed"); + } + + protected void OnLeaveStableGround() + { + Debug.Log("Left ground"); + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..56a3a24c --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: df091ad91c1a6844b87fb18b9188f06d +timeCreated: 1507246074 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyPlayer.cs new file mode 100644 index 00000000..2ad323ba --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyPlayer.cs @@ -0,0 +1,91 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Walkthrough.LandingLeavingGround +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? 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/dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyCharacterController.cs @@ -0,0 +1,288 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.AddingImpulses +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private Vector3 _internalVelocityAdd = Vector3.zero; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + _internalVelocityAdd += velocity; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..fa6a0387 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 76afa3ea12e7d63489360dc431d1d060 +timeCreated: 1507246320 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyPlayer.cs new file mode 100644 index 00000000..21318c7b --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyPlayer.cs @@ -0,0 +1,98 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Walkthrough.AddingImpulses +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? 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2 +guid: 8c1c9601b5e06224eb992e7af6f78109 +folderAsset: yes +timeCreated: 1507244924 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyCharacterController.cs b/Assets/Third/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyCharacterController.cs new file mode 100644 index 00000000..a97feac0 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyCharacterController.cs @@ -0,0 +1,331 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.Crouching +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterCollisionsOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + _internalVelocityAdd += velocity; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..817b9e3a --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6219781d6ef1ea5479df78d516db814d +timeCreated: 1507246770 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyPlayer.cs new file mode 100644 index 00000000..2f7c23c1 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyPlayer.cs @@ -0,0 +1,93 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Walkthrough.Crouching +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? 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direction/Scripts/MyCharacterController.cs new file mode 100644 index 00000000..89b11abd --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyCharacterController.cs @@ -0,0 +1,340 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.OrientingArbitraryDirection +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public bool OrientTowardsGravity = true; + public Transform MeshRoot; + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void AddVelocity(Vector3 velocity) + { + _internalVelocityAdd += velocity; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..7901259d --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a5897ffdcb56cb34fad7242e28bb068f +timeCreated: 1507246883 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyPlayer.cs new file mode 100644 index 00000000..aa49fc6c --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyPlayer.cs @@ -0,0 +1,94 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.OrientingArbitraryDirection +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyPlayer.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyPlayer.cs.meta new file mode 100644 index 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platform/Scripts/MyCharacterController.cs @@ -0,0 +1,340 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.MovingPlatform +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public bool OrientTowardsGravity = true; + public Transform MeshRoot; + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + _internalVelocityAdd += velocity; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..6036265f --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4090afa9dd8ffc54ca975f9e29324797 +timeCreated: 1507247303 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyMovingPlatform.cs b/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyMovingPlatform.cs new file mode 100644 index 00000000..bd916eac --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyMovingPlatform.cs @@ -0,0 +1,57 @@ +using KinematicCharacterController; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; +using UnityEngine.Playables; + +namespace KinematicCharacterController.Walkthrough.MovingPlatform +{ + public struct MyMovingPlatformState + { + public PhysicsMoverState MoverState; + public float DirectorTime; + } + + public class MyMovingPlatform : MonoBehaviour, IMoverController + { + public PhysicsMover Mover; + + public PlayableDirector Director; + + private Transform _transform; + + private void Start() + { + _transform = this.transform; + + Mover.MoverController = this; + } + + // This is called every FixedUpdate by our PhysicsMover in order to tell it what pose it should go to + public void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime) + { + // Remember pose before animation + Vector3 _positionBeforeAnim = _transform.position; + Quaternion _rotationBeforeAnim = _transform.rotation; + + // Update animation + EvaluateAtTime(Time.time); + + // Set our platform's goal pose to the animation's + goalPosition = _transform.position; + goalRotation = _transform.rotation; + + // Reset the actual transform pose to where it was before evaluating. + // This is so that the real movement can be handled by the physics mover; not the animation + _transform.position = _positionBeforeAnim; + _transform.rotation = _rotationBeforeAnim; + } + + public void EvaluateAtTime(double time) + { + Director.time = time % Director.duration; + Director.Evaluate(); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyMovingPlatform.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyMovingPlatform.cs.meta new file mode 100644 index 00000000..9147e88e --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyMovingPlatform.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0b6a0daf518d7f54f913855065b51001 +timeCreated: 1507247303 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyPlayer.cs new file mode 100644 index 00000000..af68dc03 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyPlayer.cs @@ -0,0 +1,94 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.MovingPlatform +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyPlayer.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyPlayer.cs.meta new file mode 100644 index 00000000..9b1e23b0 --- /dev/null +++ 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PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public bool OrientTowardsGravity = true; + public Transform MeshRoot; + public List IgnoredColliders = new List(); + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + _internalVelocityAdd += velocity; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyCharacterController.cs.meta new file mode 100644 index 00000000..1791aa0d --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: eb2b1275c8cbcb94192c9ec38d260257 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyPlayer.cs b/Assets/Third/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyPlayer.cs new file mode 100644 index 00000000..ba8e13b6 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyPlayer.cs @@ -0,0 +1,93 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.CollisionFiltering +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders = Character.GetComponentsInChildren().ToList(); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyPlayer.cs.meta b/Assets/Third/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyPlayer.cs.meta new file mode 100644 index 00000000..14241a0f --- /dev/null +++ b/Assets/Third/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyPlayer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 66147f6206095b548bf949f7637c6fe7 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/customScripts.meta b/Assets/Third/KinematicCharacterController/customScripts.meta new file mode 100644 index 00000000..8505ced0 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/customScripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d80c2727a559f8d48aa7c62a67364a70 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/customScripts/CameraControl.cs b/Assets/Third/KinematicCharacterController/customScripts/CameraControl.cs new file mode 100644 index 00000000..5df2aa6b --- /dev/null +++ b/Assets/Third/KinematicCharacterController/customScripts/CameraControl.cs @@ -0,0 +1,59 @@ +using KinematicCharacterController.Walkthrough.NoClipState; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +/******************************************************************************** +*Create By CG +*Function 摄像机自身控制控制 +*WSAD:前后左右-QE:上下-鼠标滚轮:镜头远近-按住鼠标右键,拖动鼠标:摄像机上下左右旋转 +*********************************************************************************/ +namespace CG.UTility +{ + public class CameraControl : MonoBehaviour + { + public float _moveSpeed = 0.06f;// 3.0f; + //public float _MoveSpeed { get => _moveSpeed * ZXK.LouDiXvMuNiu.GameManager.Instance._CurMouseFlexible; } + public float _MoveSpeed = 18f; + public MyCharacterController _CameraCtrl; + + private float rotX = 0.0f; + private float rotY = 0.0f; + public float _RotSpeed = 256; + //点击操作说明或者系统设置后,禁止操作 + public bool _AllForbid = false; + private void OnEnable() + { + RstCameraR(); + } + //重置相机内容 + public void RstCameraR() + { + Vector3 angles = transform.eulerAngles; + rotX = angles.y; + rotY = angles.x; + } + private void Update() + { + _CameraCtrl.NoClipMoveSpeed = _MoveSpeed; + //if (CG.UTility.PopUpMng._TriAble) + //{ + SetCamRotation(); + //} + } + private void SetCamRotation() + { + + //鼠标右键,控制相机旋转 + if (Input.GetKey(KeyCode.Mouse1)) + { + float mouse_x = Input.GetAxis("Mouse X"); + float mouse_y = Input.GetAxis("Mouse Y"); + rotX += mouse_x * _RotSpeed * Time.deltaTime; + rotY -= mouse_y * _RotSpeed * Time.deltaTime; + rotY = Mathf.Clamp(rotY, -90, 90);//防止翻跟头 + transform.localEulerAngles = new Vector3(rotY, rotX); + } + } + } +} diff --git a/Assets/Third/KinematicCharacterController/customScripts/CameraControl.cs.meta b/Assets/Third/KinematicCharacterController/customScripts/CameraControl.cs.meta new file mode 100644 index 00000000..3cefc126 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/customScripts/CameraControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9a1f4866ca51c3443bc69006a600656d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/测试用.meta b/Assets/Third/KinematicCharacterController/测试用.meta new file mode 100644 index 00000000..f29ef3f8 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/测试用.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fa3a70d37e9e0cc469d79de8f2334004 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/测试用/ExampleCharacterCamera.cs b/Assets/Third/KinematicCharacterController/测试用/ExampleCharacterCamera.cs new file mode 100644 index 00000000..53c2b30e --- /dev/null +++ b/Assets/Third/KinematicCharacterController/测试用/ExampleCharacterCamera.cs @@ -0,0 +1,179 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace ceshi +{ + public class ExampleCharacterCamera : MonoBehaviour + { + [Header("Framing")] + public Camera Camera; + public Vector2 FollowPointFraming = new Vector2(0f, 0f); + public float FollowingSharpness = 10000f; + + [Header("Distance")] + public float DefaultDistance = 6f; + public float MinDistance = 0f; + public float MaxDistance = 10f; + public float DistanceMovementSpeed = 5f; + public float DistanceMovementSharpness = 10f; + + [Header("Rotation")] + public bool InvertX = false; + public bool InvertY = false; + [Range(-90f, 90f)] + public float DefaultVerticalAngle = 20f; + [Range(-90f, 90f)] + public float MinVerticalAngle = -90f; + [Range(-90f, 90f)] + public float MaxVerticalAngle = 90f; + public float RotationSpeed = 1f; + public float RotationSharpness = 10000f; + public bool RotateWithPhysicsMover = false; + + [Header("Obstruction")] + public float ObstructionCheckRadius = 0.2f; + public LayerMask ObstructionLayers = -1; + public float ObstructionSharpness = 10000f; + public List IgnoredColliders = new List(); + + public Transform Transform { get; private set; } + public Transform FollowTransform { get; private set; } + + public Vector3 PlanarDirection { get; set; } + public float TargetDistance { get; set; } + + private bool _distanceIsObstructed; + private float _currentDistance; + private float _targetVerticalAngle; + private RaycastHit _obstructionHit; + private int _obstructionCount; + private RaycastHit[] _obstructions = new RaycastHit[MaxObstructions]; + private float _obstructionTime; + private Vector3 _currentFollowPosition; + + private const int MaxObstructions = 32; + + void OnValidate() + { + DefaultDistance = Mathf.Clamp(DefaultDistance, MinDistance, MaxDistance); + DefaultVerticalAngle = Mathf.Clamp(DefaultVerticalAngle, MinVerticalAngle, MaxVerticalAngle); + } + + void Awake() + { + Transform = this.transform; + + _currentDistance = DefaultDistance; + TargetDistance = _currentDistance; + + _targetVerticalAngle = 0f; + + PlanarDirection = Vector3.forward; + } + + // Set the transform that the camera will orbit around + public void SetFollowTransform(Transform t) + { + FollowTransform = t; + PlanarDirection = FollowTransform.forward; + _currentFollowPosition = FollowTransform.position; + } + + public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput) + { + if (FollowTransform) + { + if (InvertX) + { + rotationInput.x *= -1f; + } + if (InvertY) + { + rotationInput.y *= -1f; + } + + // Process rotation input + Quaternion rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed)); + PlanarDirection = rotationFromInput * PlanarDirection; + PlanarDirection = Vector3.Cross(FollowTransform.up, Vector3.Cross(PlanarDirection, FollowTransform.up)); + Quaternion planarRot = Quaternion.LookRotation(PlanarDirection, FollowTransform.up); + + _targetVerticalAngle -= (rotationInput.y * RotationSpeed); + _targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, MinVerticalAngle, MaxVerticalAngle); + Quaternion verticalRot = Quaternion.Euler(_targetVerticalAngle, 0, 0); + Quaternion targetRotation = Quaternion.Slerp(Transform.rotation, planarRot * verticalRot, 1f - Mathf.Exp(-RotationSharpness * deltaTime)); + + // Apply rotation + Transform.rotation = targetRotation; + + // Process distance input + if (_distanceIsObstructed && Mathf.Abs(zoomInput) > 0f) + { + TargetDistance = _currentDistance; + } + TargetDistance += zoomInput * DistanceMovementSpeed; + TargetDistance = Mathf.Clamp(TargetDistance, MinDistance, MaxDistance); + + // Find the smoothed follow position + _currentFollowPosition = Vector3.Lerp(_currentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-FollowingSharpness * deltaTime)); + + // Handle obstructions + { + RaycastHit closestHit = new RaycastHit(); + closestHit.distance = Mathf.Infinity; + _obstructionCount = Physics.SphereCastNonAlloc(_currentFollowPosition, ObstructionCheckRadius, -Transform.forward, _obstructions, TargetDistance, ObstructionLayers, QueryTriggerInteraction.Ignore); + for (int i = 0; i < _obstructionCount; i++) + { + bool isIgnored = false; + for (int j = 0; j < IgnoredColliders.Count; j++) + { + if (IgnoredColliders[j] == _obstructions[i].collider) + { + isIgnored = true; + break; + } + } + for (int j = 0; j < IgnoredColliders.Count; j++) + { + if (IgnoredColliders[j] == _obstructions[i].collider) + { + isIgnored = true; + break; + } + } + + if (!isIgnored && _obstructions[i].distance < closestHit.distance && _obstructions[i].distance > 0) + { + closestHit = _obstructions[i]; + } + } + + // If obstructions detecter + if (closestHit.distance < Mathf.Infinity) + { + _distanceIsObstructed = true; + _currentDistance = Mathf.Lerp(_currentDistance, closestHit.distance, 1 - Mathf.Exp(-ObstructionSharpness * deltaTime)); + } + // If no obstruction + else + { + _distanceIsObstructed = false; + _currentDistance = Mathf.Lerp(_currentDistance, TargetDistance, 1 - Mathf.Exp(-DistanceMovementSharpness * deltaTime)); + } + } + + // Find the smoothed camera orbit position + Vector3 targetPosition = _currentFollowPosition - ((targetRotation * Vector3.forward) * _currentDistance); + + // Handle framing + targetPosition += Transform.right * FollowPointFraming.x; + targetPosition += Transform.up * FollowPointFraming.y; + + // Apply position + Transform.position = targetPosition; + } + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/测试用/ExampleCharacterCamera.cs.meta b/Assets/Third/KinematicCharacterController/测试用/ExampleCharacterCamera.cs.meta new file mode 100644 index 00000000..fef4a72c --- /dev/null +++ b/Assets/Third/KinematicCharacterController/测试用/ExampleCharacterCamera.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0c71e4f857d6aa44cb6d4e1b160c3f9d +timeCreated: 1485657083 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/测试用/MyCharacterController.cs b/Assets/Third/KinematicCharacterController/测试用/MyCharacterController.cs new file mode 100644 index 00000000..70367db8 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/测试用/MyCharacterController.cs @@ -0,0 +1,504 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace ceshi +{ + public enum CharacterState + { + Default, + NoClip, + } + + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool JumpHeld; + public bool CrouchDown; + public bool CrouchUp; + public bool CrouchHeld; + public bool NoClipDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + public float MaxStableDistanceFromLedge = 5f; + [Range(0f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("NoClip")] + public float NoClipMoveSpeed = 10f; + public float NoClipSharpness = 15; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public bool OrientTowardsGravity = false; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + [Header("¶IJ")] + public bool _jumpInputIsHeld = false; + public bool _crouchInputIsHeld = false; + public bool _jumpRequested = false; + public bool _jumpConsumed = false; + public bool _doubleJumpConsumed = false; + public bool _jumpedThisFrame = false; + public bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + + // Handle initial state + TransitionToState(CharacterState.Default); + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + case CharacterState.NoClip: + { + Motor.SetCapsuleCollisionsActivation(false); + Motor.SetMovementCollisionsSolvingActivation(false); + Motor.SetGroundSolvingActivation(false); + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + case CharacterState.NoClip: + { + //Motor.SetCapsuleCollisionsActivation(true); + //Motor.SetMovementCollisionsSolvingActivation(true); + //Motor.SetGroundSolvingActivation(true); + break; + } + } + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Handle state transition from input + if (inputs.NoClipDown) + { + if (CurrentCharacterState == CharacterState.Default) + { + TransitionToState(CharacterState.NoClip); + } + else if (CurrentCharacterState == CharacterState.NoClip) + { + TransitionToState(CharacterState.Default); + } + } + + _jumpInputIsHeld = inputs.JumpHeld; + _crouchInputIsHeld = inputs.CrouchHeld; + + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + break; + } + case CharacterState.NoClip: + { + _moveInputVector = inputs.CameraRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + case CharacterState.NoClip: + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + case CharacterState.NoClip: + { + float verticalInput = 0f + (_jumpInputIsHeld ? 1f : 0f) + (_crouchInputIsHeld ? -1f : 0f); + + // Smoothly interpolate to target velocity + Vector3 targetMovementVelocity = (_moveInputVector + (Motor.CharacterUp * verticalInput)).normalized * NoClipMoveSpeed; + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-NoClipSharpness * deltaTime)); + + Debug.Log("ٶ" + currentVelocity + "????????"); + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.1f, 1f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.1f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + break; + } + } + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/测试用/MyCharacterController.cs.meta b/Assets/Third/KinematicCharacterController/测试用/MyCharacterController.cs.meta new file mode 100644 index 00000000..22c99ff7 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/测试用/MyCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0db6098448495ca4e8fc19e33b206b31 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Third/KinematicCharacterController/测试用/MyPlayer.cs b/Assets/Third/KinematicCharacterController/测试用/MyPlayer.cs new file mode 100644 index 00000000..50fa37e9 --- /dev/null +++ b/Assets/Third/KinematicCharacterController/测试用/MyPlayer.cs @@ -0,0 +1,97 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace ceshi +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.JumpHeld = Input.GetKey(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + characterInputs.CrouchHeld = Input.GetKey(KeyCode.C); + characterInputs.NoClipDown = Input.GetKeyUp(KeyCode.Q); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/Third/KinematicCharacterController/测试用/MyPlayer.cs.meta b/Assets/Third/KinematicCharacterController/测试用/MyPlayer.cs.meta new file mode 100644 index 00000000..78b71c3b --- /dev/null +++ b/Assets/Third/KinematicCharacterController/测试用/MyPlayer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a035a859bdf8ffc44ab451cfc5611fb1 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Data/Xml/Pig5.xml b/Data/Xml/Pig5.xml index 95b2ae3f..bee0592f 100644 --- a/Data/Xml/Pig5.xml +++ b/Data/Xml/Pig5.xml @@ -441,7 +441,7 @@ - + diff --git a/Data/Xml/Pig6.xml b/Data/Xml/Pig6.xml index 414003ff..53ad79d0 100644 --- a/Data/Xml/Pig6.xml +++ b/Data/Xml/Pig6.xml @@ -456,7 +456,7 @@ - + @@ -1021,6 +1021,7 @@ + diff --git a/ProjectSettings/TimeManager.asset b/ProjectSettings/TimeManager.asset index 06bcc6d2..7dae3ab1 100644 --- a/ProjectSettings/TimeManager.asset +++ b/ProjectSettings/TimeManager.asset @@ -3,7 +3,7 @@ --- !u!5 &1 TimeManager: m_ObjectHideFlags: 0 - Fixed Timestep: 0.02 + Fixed Timestep: 0.01 Maximum Allowed Timestep: 0.1 m_TimeScale: 1 - Maximum Particle Timestep: 0.03 + Maximum Particle Timestep: 0.09