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) { } } }