197 lines
5.9 KiB
C#
197 lines
5.9 KiB
C#
using UnityEngine;
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namespace MegaKoop.Game
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{
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[RequireComponent(typeof(UnityEngine.CharacterController))]
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public class ThirdPersonCharacterController : MonoBehaviour
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{
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[Header("Movement")]
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[SerializeField] private float moveSpeed = 5f;
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[SerializeField] private float rotationSharpness = 12f;
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[Header("Air Control")]
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[SerializeField] private float airControlResponsiveness = 50f;
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[Header("Jump")]
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[SerializeField] private float jumpHeight = 1.6f;
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[SerializeField] private float gravity = -20f;
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[SerializeField] private float groundedGravity = -5f;
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[Header("Camera Reference")]
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[SerializeField] private Transform cameraTransform;
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private UnityEngine.CharacterController characterController;
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private Vector3 planarVelocity;
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private float verticalVelocity;
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private bool isGrounded;
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private MegaKoop.Game.Networking.ICharacterInputSource inputSource;
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private void Awake()
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{
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characterController = GetComponent<UnityEngine.CharacterController>();
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if (cameraTransform == null)
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{
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Camera mainCamera = Camera.main;
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if (mainCamera != null)
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{
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cameraTransform = mainCamera.transform;
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}
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}
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isGrounded = characterController.isGrounded;
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if (isGrounded)
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{
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verticalVelocity = groundedGravity;
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}
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}
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private void Update()
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{
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Vector2 moveInput = ReadMovementInput();
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Vector3 desiredMove = CalculateDesiredMove(moveInput);
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bool hasMoveInput = desiredMove.sqrMagnitude > 0f;
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UpdatePlanarVelocity(desiredMove, hasMoveInput);
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TryRotateTowardsMovement(desiredMove, hasMoveInput);
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UpdateGroundedStateBeforeGravity();
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HandleJumpInput();
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ApplyGravity();
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Vector3 velocity = planarVelocity;
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velocity.y = verticalVelocity;
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CollisionFlags collisionFlags = characterController.Move(velocity * Time.deltaTime);
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isGrounded = (collisionFlags & CollisionFlags.Below) != 0;
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if (isGrounded && verticalVelocity < 0f)
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{
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verticalVelocity = groundedGravity;
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}
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}
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public void SetInputSource(MegaKoop.Game.Networking.ICharacterInputSource source)
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{
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inputSource = source;
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}
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private Vector2 ReadMovementInput()
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{
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if (inputSource != null)
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{
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Vector2 sourceInput = inputSource.MoveInput;
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return Vector2.ClampMagnitude(sourceInput, 1f);
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}
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float horizontal = Input.GetAxisRaw("Horizontal");
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float vertical = Input.GetAxisRaw("Vertical");
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Vector2 input = new Vector2(horizontal, vertical);
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input = Vector2.ClampMagnitude(input, 1f);
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return input;
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}
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private Vector3 CalculateDesiredMove(Vector2 input)
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{
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Vector3 forward = Vector3.forward;
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Vector3 right = Vector3.right;
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if (cameraTransform != null)
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{
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forward = cameraTransform.forward;
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right = cameraTransform.right;
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}
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forward.y = 0f;
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right.y = 0f;
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forward.Normalize();
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right.Normalize();
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Vector3 desiredMove = forward * input.y + right * input.x;
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if (desiredMove.sqrMagnitude > 1f)
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{
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desiredMove.Normalize();
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}
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return desiredMove;
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}
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private void UpdatePlanarVelocity(Vector3 desiredMove, bool hasMoveInput)
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{
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if (isGrounded)
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{
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planarVelocity = hasMoveInput ? desiredMove * moveSpeed : Vector3.zero;
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return;
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}
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if (airControlResponsiveness <= 0f)
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{
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return;
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}
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Vector3 targetVelocity = hasMoveInput ? desiredMove * moveSpeed : Vector3.zero;
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float maxDelta = airControlResponsiveness * Time.deltaTime;
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planarVelocity = Vector3.MoveTowards(planarVelocity, targetVelocity, maxDelta);
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}
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private void TryRotateTowardsMovement(Vector3 desiredMove, bool hasMoveInput)
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{
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if (!hasMoveInput)
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{
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return;
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}
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Quaternion targetRotation = Quaternion.LookRotation(desiredMove, Vector3.up);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSharpness * Time.deltaTime);
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}
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private void UpdateGroundedStateBeforeGravity()
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{
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if (isGrounded && verticalVelocity < 0f)
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{
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verticalVelocity = groundedGravity;
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}
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}
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private void HandleJumpInput()
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{
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if (!isGrounded)
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{
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return;
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}
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if (ShouldJumpThisFrame())
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{
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verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity);
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isGrounded = false;
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}
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}
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private bool ShouldJumpThisFrame()
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{
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if (inputSource != null)
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{
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return inputSource.JumpPressed;
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}
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return Input.GetButtonDown("Jump");
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}
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private void ApplyGravity()
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{
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verticalVelocity += gravity * Time.deltaTime;
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}
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private void OnValidate()
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{
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moveSpeed = Mathf.Max(0f, moveSpeed);
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rotationSharpness = Mathf.Max(0f, rotationSharpness);
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jumpHeight = Mathf.Max(0f, jumpHeight);
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airControlResponsiveness = Mathf.Max(0f, airControlResponsiveness);
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gravity = Mathf.Min(-0.01f, gravity);
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groundedGravity = Mathf.Clamp(groundedGravity, gravity, 0f);
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}
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}
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}
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