• Unity3D 之 C# 版的 CharacterMotor


    using System;
    using System.Collections;
    using UnityEngine;
    
    // This class just convert from CharacterMotor.js to C#
    
    [RequireComponent(typeof(CharacterController))]
    [AddComponentMenu("Character/Character Motor")]
    public class CharacterMotor : MonoBehaviour
    {
        bool canControl = true;
        bool useFixedUpdate = true;
    
        // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
        // Very handy for organization!
    
        // The current global direction we want the character to move in.
        [NonSerialized]
        public Vector3 inputMoveDirection = Vector3.zero;
    
        // Is the jump button held down? We use this interface instead of checking
        // for the jump button directly so this script can also be used by AIs.
        [NonSerialized]
        public bool inputJump = false;
    
        class CharacterMotorMovement
        {
            // The maximum horizontal speed when moving
            public float maxForwardSpeed = 10.0f;
            public float maxSidewaysSpeed = 10.0f;
            public float maxBackwardsSpeed = 10.0f;
    
            // Curve for multiplying speed based on slope (negative = downwards)
            public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));
    
            // How fast does the character change speeds?  Higher is faster.
            public float maxGroundAcceleration = 30.0f;
            public float maxAirAcceleration = 20.0f;
    
            // The gravity for the character
            public float gravity = 10.0f;
            public float maxFallSpeed = 20.0f;
    
            // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
            // Very handy for organization!
    
            // The last collision flags returned from controller.Move
            [NonSerialized]
            public CollisionFlags collisionFlags;
    
            // We will keep track of the character's current velocity,
            [NonSerialized]
            public Vector3 velocity;
    
            // This keeps track of our current velocity while we're not grounded
            [NonSerialized]
            public Vector3 frameVelocity = Vector3.zero;
    
            [NonSerialized]
            public Vector3 hitPoint = Vector3.zero;
    
            [NonSerialized]
            public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);
        }
    
        CharacterMotorMovement movement = new CharacterMotorMovement();
        enum MovementTransferOnJump
        {
            None, // The jump is not affected by velocity of floor at all.
            InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
            PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
            PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
        }
    
        // We will contain all the jumping related variables in one helper class for clarity.
        class CharacterMotorJumping
        {
            // Can the character jump?
            public bool enabled = true;
    
            // How high do we jump when pressing jump and letting go immediately
            public float baseHeight = 1.6f;
    
            // We add extraHeight units (meters) on top when holding the button down longer while jumping
            public float extraHeight = 1.6f;
    
            // How much does the character jump out perpendicular to the surface on walkable surfaces?
            // 0 means a fully vertical jump and 1 means fully perpendicular.
            public float perpAmount = 2.0f;
    
            // How much does the character jump out perpendicular to the surface on too steep surfaces?
            // 0 means a fully vertical jump and 1 means fully perpendicular.
            public float steepPerpAmount = 1.5f;
    
            // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
            // Very handy for organization!
    
            // Are we jumping? (Initiated with jump button and not grounded yet)
            // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
            [NonSerialized]
            public bool jumping = false;
    
            [NonSerialized]
            public bool holdingJumpButton = false;
    
            // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
            [NonSerialized]
            public float lastStartTime = 0.0f;
    
            [NonSerialized]
            public float lastButtonDownTime = -100f;
    
            [NonSerialized]
            public Vector3 jumpDir = Vector3.up;
        }
    
        CharacterMotorJumping jumping = new CharacterMotorJumping();
        class CharacterMotorMovingPlatform
        {
            public bool enabled = true;
    
            public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer;
    
            [NonSerialized]
            public Transform hitPlatform;
    
            [NonSerialized]
            public Transform activePlatform;
    
            [NonSerialized]
            public Vector3 activeLocalPoint;
    
            [NonSerialized]
            public Vector3 activeGlobalPoint;
    
            [NonSerialized]
            public Quaternion activeLocalRotation;
    
            [NonSerialized]
            public Quaternion activeGlobalRotation;
    
            [NonSerialized]
            public Matrix4x4 lastMatrix;
    
            [NonSerialized]
            public Vector3 platformVelocity;
    
            [NonSerialized]
            public bool newPlatform;
        }
    
        CharacterMotorMovingPlatform movingPlatform = new CharacterMotorMovingPlatform();
    
        class CharacterMotorSliding
        {
            // Does the character slide on too steep surfaces?
            public bool enabled = true;
    
            // How fast does the character slide on steep surfaces?
            public float slidingSpeed = 15f;
    
            // How much can the player control the sliding direction?
            // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
            public float sidewaysControl = 1.0f;
    
            // How much can the player influence the sliding speed?
            // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
            public float speedControl = 0.4f;
        }
    
        CharacterMotorSliding sliding = new CharacterMotorSliding();
    
        [NonSerialized]
        public bool grounded = true;
    
        [NonSerialized]
        public Vector3 groundNormal = Vector3.zero;
    
        Vector3 lastGroundNormal = Vector3.zero;
    
        Transform tr;
    
        CharacterController controller;
    
        void Awake()
        {
            controller = gameObject.GetComponent<CharacterController>();
            tr = transform;
        }
    
        private void UpdateFunction()
        {
            // We copy the actual velocity into a temporary variable that we can manipulate.
            var velocity = movement.velocity;
    
            // Update velocity based on input
            velocity = ApplyInputVelocityChange(velocity);
    
            // Apply gravity and jumping force
            velocity = ApplyGravityAndJumping(velocity);
    
            // Moving platform support
            var moveDistance = Vector3.zero;
            if (MoveWithPlatform())
            {
                var newGlobalPoint = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
                moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
                if (moveDistance != Vector3.zero)
                    controller.Move(moveDistance);
    
                // Support moving platform rotation as well:
                var newGlobalRotation = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
                var rotationDiff = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
    
                var yRotation = rotationDiff.eulerAngles.y;
                if (yRotation != 0)
                {
                    // Prevent rotation of the local up vector
                    tr.Rotate(0, yRotation, 0);
                }
            }
    
            // Save lastPosition for velocity calculation.
            var lastPosition = tr.position;
    
            // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
            var currentMovementOffset = velocity * Time.deltaTime;
    
            // Find out how much we need to push towards the ground to avoid loosing grouning
            // when walking down a step or over a sharp change in slope.
            var pushDownOffset = Mathf.Max(controller.stepOffset, new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
            if (grounded)
                currentMovementOffset -= pushDownOffset * Vector3.up;
    
            // Reset variables that will be set by collision function
            movingPlatform.hitPlatform = null;
            groundNormal = Vector3.zero;
    
            // Move our character!
            movement.collisionFlags = controller.Move(currentMovementOffset);
    
            movement.lastHitPoint = movement.hitPoint;
            lastGroundNormal = groundNormal;
    
            if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform)
            {
                if (movingPlatform.hitPlatform != null)
                {
                    movingPlatform.activePlatform = movingPlatform.hitPlatform;
                    movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
                    movingPlatform.newPlatform = true;
                }
            }
    
            // Calculate the velocity based on the current and previous position.  
            // This means our velocity will only be the amount the character actually moved as a result of collisions.
            var oldHVelocity = new Vector3(velocity.x, 0, velocity.z);
            movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
            var newHVelocity = new Vector3(movement.velocity.x, 0, movement.velocity.z);
    
            // The CharacterController can be moved in unwanted directions when colliding with things.
            // We want to prevent this from influencing the recorded velocity.
            if (oldHVelocity == Vector3.zero)
            {
                movement.velocity = new Vector3(0, movement.velocity.y, 0);
            }
            else
            {
                var projectedNewVelocity = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
                movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
            }
    
            if (movement.velocity.y < velocity.y - 0.001)
            {
                if (movement.velocity.y < 0)
                {
                    // Something is forcing the CharacterController down faster than it should.
                    // Ignore this
                    movement.velocity.y = velocity.y;
                }
                else
                {
                    // The upwards movement of the CharacterController has been blocked.
                    // This is treated like a ceiling collision - stop further jumping here.
                    jumping.holdingJumpButton = false;
                }
            }
    
            // We were grounded but just loosed grounding
            if (grounded && !IsGroundedTest())
            {
                grounded = false;
    
                // Apply inertia from platform
                if (movingPlatform.enabled &&
                    (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
                    movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
                )
                {
                    movement.frameVelocity = movingPlatform.platformVelocity;
                    movement.velocity += movingPlatform.platformVelocity;
                }
    
                SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
                // We pushed the character down to ensure it would stay on the ground if there was any.
                // But there wasn't so now we cancel the downwards offset to make the fall smoother.
                tr.position += pushDownOffset * Vector3.up;
            }
            // We were not grounded but just landed on something
            else if (!grounded && IsGroundedTest())
            {
                grounded = true;
                jumping.jumping = false;
                SubtractNewPlatformVelocity();
    
                SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
            }
    
            // Moving platforms support
            if (MoveWithPlatform())
            {
                // Use the center of the lower half sphere of the capsule as reference point.
                // This works best when the character is standing on moving tilting platforms. 
                movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - (controller.height * 0.5f) + controller.radius);
                movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
    
                // Support moving platform rotation as well:
                movingPlatform.activeGlobalRotation = tr.rotation;
                movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
            }
        }
    
        void FixedUpdate()
        {
            if (movingPlatform.enabled)
            {
                if (movingPlatform.activePlatform != null)
                {
                    if (!movingPlatform.newPlatform)
                    {
                        movingPlatform.platformVelocity = (
                            movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
                            - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
                        ) / Time.deltaTime;
                    }
                    movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
                    movingPlatform.newPlatform = false;
                }
                else
                {
                    movingPlatform.platformVelocity = Vector3.zero;
                }
            }
    
            if (useFixedUpdate)
                UpdateFunction();
        }
    
        void Update()
        {
            if (!useFixedUpdate)
                UpdateFunction();
        }
    
        Vector3 ApplyInputVelocityChange(Vector3 velocity)
        {
            if (!canControl)
                inputMoveDirection = Vector3.zero;
    
            // Find desired velocity
            Vector3 desiredVelocity;
            if (grounded && TooSteep())
            {
                // The direction we're sliding in
                desiredVelocity = new Vector3(groundNormal.x, 0, groundNormal.z).normalized;
                // Find the input movement direction projected onto the sliding direction
                var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
                // Add the sliding direction, the spped control, and the sideways control vectors
                desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
                // Multiply with the sliding speed
                desiredVelocity *= sliding.slidingSpeed;
            }
            else
                desiredVelocity = GetDesiredHorizontalVelocity();
    
            if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
            {
                desiredVelocity += movement.frameVelocity;
                desiredVelocity.y = 0;
            }
    
            if (grounded)
                desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
            else
                velocity.y = 0;
    
            // Enforce max velocity change
            var maxVelocityChange = GetMaxAcceleration(grounded) * Time.deltaTime;
            var velocityChangeVector = (desiredVelocity - velocity);
            if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange)
            {
                velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
            }
            // If we're in the air and don't have control, don't apply any velocity change at all.
            // If we're on the ground and don't have control we do apply it - it will correspond to friction.
            if (grounded || canControl)
                velocity += velocityChangeVector;
    
            if (grounded)
            {
                // When going uphill, the CharacterController will automatically move up by the needed amount.
                // Not moving it upwards manually prevent risk of lifting off from the ground.
                // When going downhill, DO move down manually, as gravity is not enough on steep hills.
                velocity.y = Mathf.Min(velocity.y, 0);
            }
    
            return velocity;
        }
    
        Vector3 ApplyGravityAndJumping(Vector3 velocity)
        {
            if (!inputJump || !canControl)
            {
                jumping.holdingJumpButton = false;
                jumping.lastButtonDownTime = -100;
            }
    
            if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
                jumping.lastButtonDownTime = Time.time;
    
            if (grounded)
                velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
            else
            {
                velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime * 2;
    
                // When jumping up we don't apply gravity for some time when the user is holding the jump button.
                // This gives more control over jump height by pressing the button longer.
                if (jumping.jumping && jumping.holdingJumpButton)
                {
                    // Calculate the duration that the extra jump force should have effect.
                    // If we're still less than that duration after the jumping time, apply the force.
                    if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight))
                    {
                        // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
                        velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
                    }
                }
    
                // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
                velocity.y = Mathf.Max(velocity.y, -movement.maxFallSpeed);
            }
    
            if (grounded)
            {
                // Jump only if the jump button was pressed down in the last 0.2 seconds.
                // We use this check instead of checking if it's pressed down right now
                // because players will often try to jump in the exact moment when hitting the ground after a jump
                // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
                // it's confusing and it feels like the game is buggy.
                if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2))
                {
                    grounded = false;
                    jumping.jumping = true;
                    jumping.lastStartTime = Time.time;
                    jumping.lastButtonDownTime = -100;
                    jumping.holdingJumpButton = true;
    
                    // Calculate the jumping direction
                    if (TooSteep())
                        jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
                    else
                        jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
    
                    // Apply the jumping force to the velocity. Cancel any vertical velocity first.
                    velocity.y = 0;
                    velocity += jumping.jumpDir * CalculateJumpVerticalSpeed(jumping.baseHeight);
    
                    // Apply inertia from platform
                    if (movingPlatform.enabled &&
                        (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
                        movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
                    )
                    {
                        movement.frameVelocity = movingPlatform.platformVelocity;
                        velocity += movingPlatform.platformVelocity;
                    }
    
                    SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
                }
                else
                {
                    jumping.holdingJumpButton = false;
                }
            }
    
            return velocity;
        }
    
        void OnControllerColliderHit(ControllerColliderHit hit)
        {
            if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0)
            {
                if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
                    groundNormal = hit.normal;
                else
                    groundNormal = lastGroundNormal;
    
                movingPlatform.hitPlatform = hit.collider.transform;
                movement.hitPoint = hit.point;
                movement.frameVelocity = Vector3.zero;
            }
        }
    
        private IEnumerable SubtractNewPlatformVelocity()
        {
            // When landing, subtract the velocity of the new ground from the character's velocity
            // since movement in ground is relative to the movement of the ground.
            if (movingPlatform.enabled &&
                (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
                movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
            )
            {
                // If we landed on a new platform, we have to wait for two FixedUpdates
                // before we know the velocity of the platform under the character
                if (movingPlatform.newPlatform)
                {
                    var platform = movingPlatform.activePlatform;
                    yield return new WaitForFixedUpdate();
                    yield return new WaitForFixedUpdate();
                    if (grounded && platform == movingPlatform.activePlatform)
                        yield return 1;
                }
                movement.velocity -= movingPlatform.platformVelocity;
            }
        }
    
        private bool MoveWithPlatform()
        {
            return movingPlatform.enabled
                && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
                && movingPlatform.activePlatform != null;
        }
    
        private Vector3 GetDesiredHorizontalVelocity()
        {
            // Find desired velocity
            var desiredLocalDirection = tr.InverseTransformDirection(inputMoveDirection);
            var maxSpeed = MaxSpeedInDirection(desiredLocalDirection);
            if (grounded)
            {
                // Modify max speed on slopes based on slope speed multiplier curve
                var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg;
                maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
            }
            return tr.TransformDirection(desiredLocalDirection * maxSpeed);
        }
    
        private Vector3 AdjustGroundVelocityToNormal(Vector3 hVelocity, Vector3 groundNormal)
        {
            var sideways = Vector3.Cross(Vector3.up, hVelocity);
            return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
        }
    
        private bool IsGroundedTest()
        {
            return groundNormal.y > 0.01;
        }
    
        float GetMaxAcceleration(bool grounded)
        {
            return grounded ? movement.maxGroundAcceleration : movement.maxAirAcceleration;
        }
    
        float CalculateJumpVerticalSpeed(float targetJumpHeight)
        {
            // From the jump height and gravity we deduce the upwards speed 
            // for the character to reach at the apex.
            return Mathf.Sqrt(2 * targetJumpHeight * movement.gravity);
        }
    
        bool IsJumping()
        {
            return jumping.jumping;
        }
    
        bool IsSliding()
        {
            return (grounded && sliding.enabled && TooSteep());
        }
    
        bool IsTouchingCeiling()
        {
            return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
        }
    
        bool IsGrounded()
        {
            return grounded;
        }
    
        bool TooSteep()
        {
            return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
        }
    
        Vector3 GetDirection()
        {
            return inputMoveDirection;
        }
    
        void SetControllable(bool controllable)
        {
            canControl = controllable;
        }
    
        // Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
        // The function returns the length of the resulting vector.
        float MaxSpeedInDirection(Vector3 desiredMovementDirection)
        {
            if (desiredMovementDirection == Vector3.zero)
                return 0;
            else
            {
                var zAxisEllipseMultiplier = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
                var temp = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
                var length = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
                return length;
            }
        }
    
        void SetVelocity(Vector3 velocity)
        {
            grounded = false;
            movement.velocity = velocity;
            movement.frameVelocity = Vector3.zero;
            SendMessage("OnExternalVelocity");
        }
    }
  • 相关阅读:
    Unity 3D第三人称视角、用途广泛限定角度(视角不能360度翻转)
    Android Studio安卓导出aar包与Unity 3D交互
    Unity 3D调用Windows打开、保存窗口、文件浏览器
    安卓与Unity交互之-Android Studio创建Module库模块教程
    Unity 3D与Android Studio安卓交互之-导出jar包
    C#字符串string以及相关内置函数
    Unity 3D委托entrust
    数据结构与算法学习一
    .NET Core学习一--Powered by .NET Core on Kubernetes
    easyui.form
  • 原文地址:https://www.cnblogs.com/open-coder/p/15066390.html
Copyright © 2020-2023  润新知