Files
megakoop/Game/Scripts/ThirdPersonCharacterController.cs
Dominik G. 96d50bfad5 Animace
2025-10-26 14:26:09 +01:00

317 lines
10 KiB
C#

using UnityEngine;
namespace MegaKoop.Game
{
[RequireComponent(typeof(UnityEngine.CharacterController))]
[RequireComponent(typeof(Animator))]
public class ThirdPersonCharacterController : MonoBehaviour
{
[Header("Movement")]
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float rotationSharpness = 12f;
[Header("Air Control")]
[SerializeField] private float airControlResponsiveness = 50f;
[Header("Jump")]
[SerializeField] private float jumpHeight = 1.6f;
[SerializeField] private float gravity = -20f;
[SerializeField] private float groundedGravity = -5f;
[Header("Camera Reference")]
[SerializeField] private Transform cameraTransform;
[Header("Animation")]
[SerializeField] private Animator animator;
[SerializeField] private float animationDamping = 0.075f;
[SerializeField] private KeyCode crouchKey = KeyCode.LeftControl;
private UnityEngine.CharacterController characterController;
private Vector3 planarVelocity;
private float verticalVelocity;
private bool isGrounded;
private bool lastGrounded;
private bool isDead;
private MegaKoop.Game.Networking.ICharacterInputSource inputSource;
// Animator parameter hashes
private int hashMoveX;
private int hashMoveZ;
private int hashSpeed;
private int hashIsGrounded;
private int hashIsCrouching;
private int hashIsDead;
private int hashJump;
private bool animatorHashesInitialized;
private void Reset()
{
characterController = GetComponent<UnityEngine.CharacterController>();
animator = GetComponent<Animator>();
InitializeAnimatorHashes();
}
private void Awake()
{
characterController = GetComponent<UnityEngine.CharacterController>();
EnsureAnimatorReference();
if (cameraTransform == null)
{
Camera mainCamera = Camera.main;
if (mainCamera != null)
{
cameraTransform = mainCamera.transform;
}
}
InitializeAnimatorHashes();
isGrounded = characterController.isGrounded;
lastGrounded = isGrounded;
if (isGrounded)
{
verticalVelocity = groundedGravity;
}
}
private void OnEnable()
{
EnsureAnimatorReference();
InitializeAnimatorHashes();
}
private void Update()
{
EnsureAnimatorReference();
InitializeAnimatorHashes();
Vector2 moveInput = ReadMovementInput();
Vector3 desiredMove = CalculateDesiredMove(moveInput);
bool hasMoveInput = desiredMove.sqrMagnitude > 0f;
UpdatePlanarVelocity(desiredMove, hasMoveInput);
TryRotateTowardsMovement(desiredMove, hasMoveInput);
UpdateGroundedStateBeforeGravity();
HandleJumpInput();
ApplyGravity();
Vector3 velocity = planarVelocity;
velocity.y = verticalVelocity;
CollisionFlags collisionFlags = characterController.Move(velocity * Time.deltaTime);
isGrounded = (collisionFlags & CollisionFlags.Below) != 0;
if (isGrounded && verticalVelocity < 0f)
{
verticalVelocity = groundedGravity;
}
UpdateAnimator();
}
public void SetInputSource(MegaKoop.Game.Networking.ICharacterInputSource source)
{
inputSource = source;
}
public void SetCameraTransform(Transform cam)
{
cameraTransform = cam;
}
private Vector2 ReadMovementInput()
{
if (inputSource != null)
{
Vector2 sourceInput = inputSource.MoveInput;
return Vector2.ClampMagnitude(sourceInput, 1f);
}
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
Vector2 input = new Vector2(horizontal, vertical);
input = Vector2.ClampMagnitude(input, 1f);
return input;
}
private Vector3 CalculateDesiredMove(Vector2 input)
{
Vector3 forward = Vector3.forward;
Vector3 right = Vector3.right;
if (cameraTransform != null)
{
forward = cameraTransform.forward;
right = cameraTransform.right;
}
forward.y = 0f;
right.y = 0f;
forward.Normalize();
right.Normalize();
Vector3 desiredMove = forward * input.y + right * input.x;
if (desiredMove.sqrMagnitude > 1f)
{
desiredMove.Normalize();
}
return desiredMove;
}
private void UpdatePlanarVelocity(Vector3 desiredMove, bool hasMoveInput)
{
if (isGrounded)
{
planarVelocity = hasMoveInput ? desiredMove * moveSpeed : Vector3.zero;
return;
}
if (airControlResponsiveness <= 0f)
{
return;
}
Vector3 targetVelocity = hasMoveInput ? desiredMove * moveSpeed : Vector3.zero;
float maxDelta = airControlResponsiveness * Time.deltaTime;
planarVelocity = Vector3.MoveTowards(planarVelocity, targetVelocity, maxDelta);
}
private void TryRotateTowardsMovement(Vector3 desiredMove, bool hasMoveInput)
{
if (!hasMoveInput)
{
return;
}
Quaternion targetRotation = Quaternion.LookRotation(desiredMove, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSharpness * Time.deltaTime);
}
private void UpdateGroundedStateBeforeGravity()
{
if (isGrounded && verticalVelocity < 0f)
{
verticalVelocity = groundedGravity;
}
}
private void HandleJumpInput()
{
if (!isGrounded)
{
return;
}
if (ShouldJumpThisFrame())
{
verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity);
isGrounded = false;
}
}
private bool ShouldJumpThisFrame()
{
if (inputSource != null)
{
return inputSource.JumpPressed;
}
return Input.GetButtonDown("Jump");
}
private void ApplyGravity()
{
verticalVelocity += gravity * Time.deltaTime;
}
private void UpdateAnimator()
{
if (animator == null) return;
// Use actual CharacterController velocity for accurate animation
Vector3 actualVelocity = characterController.velocity;
Vector3 planarActualVelocity = new Vector3(actualVelocity.x, 0f, actualVelocity.z);
// Calculate movement in local space
Vector3 localVelocity = transform.InverseTransformDirection(planarActualVelocity);
float speed = planarActualVelocity.magnitude;
float denom = Mathf.Max(0.01f, moveSpeed);
float moveX = Mathf.Clamp(localVelocity.x / denom, -1f, 1f);
float moveZ = Mathf.Clamp(localVelocity.z / denom, -1f, 1f);
// Update animator parameters
animator.SetFloat(hashSpeed, speed);
animator.SetFloat(hashMoveX, moveX, animationDamping, Time.deltaTime);
animator.SetFloat(hashMoveZ, moveZ, animationDamping, Time.deltaTime);
animator.SetBool(hashIsGrounded, isGrounded);
// Crouch input (currently only supports local input, can be extended via inputSource)
bool isCrouching = !isDead && Input.GetKey(crouchKey);
animator.SetBool(hashIsCrouching, isCrouching);
// Jump trigger - when leaving ground with upward velocity
if (lastGrounded && !isGrounded && verticalVelocity > 0.1f)
{
animator.ResetTrigger(hashJump);
animator.SetTrigger(hashJump);
}
animator.SetBool(hashIsDead, isDead);
lastGrounded = isGrounded;
}
public void SetDead(bool dead)
{
isDead = dead;
EnsureAnimatorReference();
InitializeAnimatorHashes();
if (animator != null)
{
animator.SetBool(hashIsDead, isDead);
}
}
private void OnValidate()
{
moveSpeed = Mathf.Max(0f, moveSpeed);
rotationSharpness = Mathf.Max(0f, rotationSharpness);
jumpHeight = Mathf.Max(0f, jumpHeight);
airControlResponsiveness = Mathf.Max(0f, airControlResponsiveness);
gravity = Mathf.Min(-0.01f, gravity);
groundedGravity = Mathf.Clamp(groundedGravity, gravity, 0f);
animationDamping = Mathf.Max(0f, animationDamping);
EnsureAnimatorReference();
InitializeAnimatorHashes();
}
private void EnsureAnimatorReference()
{
if (animator == null)
{
animator = GetComponent<Animator>();
animatorHashesInitialized = false;
}
}
private void InitializeAnimatorHashes()
{
if (animator == null || animatorHashesInitialized)
{
return;
}
hashMoveX = Animator.StringToHash("MoveX");
hashMoveZ = Animator.StringToHash("MoveZ");
hashSpeed = Animator.StringToHash("Speed");
hashIsGrounded = Animator.StringToHash("IsGrounded");
hashIsCrouching = Animator.StringToHash("IsCrouching");
hashIsDead = Animator.StringToHash("IsDead");
hashJump = Animator.StringToHash("Jump");
animatorHashesInitialized = true;
}
}
}