mirror of
https://github.com/imperialsushi/gutterball-3.git
synced 2025-06-15 05:07:42 +00:00
New Version 1.6
New 125 balls & powerups. Improved graphics.
This commit is contained in:
parent
b35433ae45
commit
71779ef7ac
9413 changed files with 193360 additions and 264803 deletions
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#pragma strict
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#pragma implicit
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#pragma downcast
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// Does this script currently respond to input?
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var canControl : boolean = true;
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var useFixedUpdate : boolean = true;
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// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
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// Very handy for organization!
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// The current global direction we want the character to move in.
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@System.NonSerialized
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var inputMoveDirection : Vector3 = Vector3.zero;
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// Is the jump button held down? We use this interface instead of checking
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// for the jump button directly so this script can also be used by AIs.
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@System.NonSerialized
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var inputJump : boolean = false;
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class CharacterMotorMovement {
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// The maximum horizontal speed when moving
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var maxForwardSpeed : float = 10.0;
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var maxSidewaysSpeed : float = 10.0;
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var maxBackwardsSpeed : float = 10.0;
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// Curve for multiplying speed based on slope (negative = downwards)
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var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
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// How fast does the character change speeds? Higher is faster.
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var maxGroundAcceleration : float = 30.0;
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var maxAirAcceleration : float = 20.0;
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// The gravity for the character
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var gravity : float = 10.0;
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var maxFallSpeed : float = 20.0;
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// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
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// Very handy for organization!
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// The last collision flags returned from controller.Move
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@System.NonSerialized
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var collisionFlags : CollisionFlags;
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// We will keep track of the character's current velocity,
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@System.NonSerialized
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var velocity : Vector3;
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// This keeps track of our current velocity while we're not grounded
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@System.NonSerialized
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var frameVelocity : Vector3 = Vector3.zero;
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@System.NonSerialized
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var hitPoint : Vector3 = Vector3.zero;
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@System.NonSerialized
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var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
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}
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var movement : CharacterMotorMovement = CharacterMotorMovement();
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enum MovementTransferOnJump {
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None, // The jump is not affected by velocity of floor at all.
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InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
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PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
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PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
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}
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// We will contain all the jumping related variables in one helper class for clarity.
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class CharacterMotorJumping {
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// Can the character jump?
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var enabled : boolean = true;
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// How high do we jump when pressing jump and letting go immediately
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var baseHeight : float = 1.0;
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// We add extraHeight units (meters) on top when holding the button down longer while jumping
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var extraHeight : float = 4.1;
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// How much does the character jump out perpendicular to the surface on walkable surfaces?
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// 0 means a fully vertical jump and 1 means fully perpendicular.
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var perpAmount : float = 0.0;
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// How much does the character jump out perpendicular to the surface on too steep surfaces?
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// 0 means a fully vertical jump and 1 means fully perpendicular.
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var steepPerpAmount : float = 0.5;
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// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
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// Very handy for organization!
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// Are we jumping? (Initiated with jump button and not grounded yet)
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// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
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@System.NonSerialized
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var jumping : boolean = false;
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@System.NonSerialized
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var holdingJumpButton : boolean = false;
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// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
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@System.NonSerialized
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var lastStartTime : float = 0.0;
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@System.NonSerialized
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var lastButtonDownTime : float = -100;
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@System.NonSerialized
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var jumpDir : Vector3 = Vector3.up;
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}
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var jumping : CharacterMotorJumping = CharacterMotorJumping();
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class CharacterMotorMovingPlatform {
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var enabled : boolean = true;
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var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
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@System.NonSerialized
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var hitPlatform : Transform;
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@System.NonSerialized
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var activePlatform : Transform;
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@System.NonSerialized
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var activeLocalPoint : Vector3;
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@System.NonSerialized
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var activeGlobalPoint : Vector3;
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@System.NonSerialized
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var activeLocalRotation : Quaternion;
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@System.NonSerialized
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var activeGlobalRotation : Quaternion;
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@System.NonSerialized
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var lastMatrix : Matrix4x4;
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@System.NonSerialized
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var platformVelocity : Vector3;
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@System.NonSerialized
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var newPlatform : boolean;
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}
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var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();
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class CharacterMotorSliding {
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// Does the character slide on too steep surfaces?
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var enabled : boolean = true;
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// How fast does the character slide on steep surfaces?
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var slidingSpeed : float = 15;
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// How much can the player control the sliding direction?
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// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
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var sidewaysControl : float = 1.0;
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// How much can the player influence the sliding speed?
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// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
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var speedControl : float = 0.4;
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}
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var sliding : CharacterMotorSliding = CharacterMotorSliding();
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@System.NonSerialized
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var grounded : boolean = true;
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@System.NonSerialized
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var groundNormal : Vector3 = Vector3.zero;
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private var lastGroundNormal : Vector3 = Vector3.zero;
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private var tr : Transform;
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private var controller : CharacterController;
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function Awake () {
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controller = GetComponent (CharacterController);
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tr = transform;
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}
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private function UpdateFunction () {
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// We copy the actual velocity into a temporary variable that we can manipulate.
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var velocity : Vector3 = movement.velocity;
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// Update velocity based on input
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velocity = ApplyInputVelocityChange(velocity);
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// Apply gravity and jumping force
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velocity = ApplyGravityAndJumping (velocity);
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// Moving platform support
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var moveDistance : Vector3 = Vector3.zero;
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if (MoveWithPlatform()) {
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var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
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moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
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if (moveDistance != Vector3.zero)
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controller.Move(moveDistance);
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// Support moving platform rotation as well:
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var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
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var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
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var yRotation = rotationDiff.eulerAngles.y;
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if (yRotation != 0) {
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// Prevent rotation of the local up vector
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tr.Rotate(0, yRotation, 0);
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}
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}
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// Save lastPosition for velocity calculation.
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var lastPosition : Vector3 = tr.position;
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// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
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var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
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// Find out how much we need to push towards the ground to avoid loosing grouning
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// when walking down a step or over a sharp change in slope.
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var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
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if (grounded)
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currentMovementOffset -= pushDownOffset * Vector3.up;
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// Reset variables that will be set by collision function
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movingPlatform.hitPlatform = null;
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groundNormal = Vector3.zero;
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// Move our character!
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movement.collisionFlags = controller.Move (currentMovementOffset);
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movement.lastHitPoint = movement.hitPoint;
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lastGroundNormal = groundNormal;
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if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
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if (movingPlatform.hitPlatform != null) {
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movingPlatform.activePlatform = movingPlatform.hitPlatform;
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movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
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movingPlatform.newPlatform = true;
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}
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}
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// Calculate the velocity based on the current and previous position.
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// This means our velocity will only be the amount the character actually moved as a result of collisions.
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var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
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movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
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var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
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// The CharacterController can be moved in unwanted directions when colliding with things.
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// We want to prevent this from influencing the recorded velocity.
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if (oldHVelocity == Vector3.zero) {
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movement.velocity = new Vector3(0, movement.velocity.y, 0);
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}
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else {
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var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
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movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
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}
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if (movement.velocity.y < velocity.y - 0.001) {
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if (movement.velocity.y < 0) {
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// Something is forcing the CharacterController down faster than it should.
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// Ignore this
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movement.velocity.y = velocity.y;
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}
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else {
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// The upwards movement of the CharacterController has been blocked.
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// This is treated like a ceiling collision - stop further jumping here.
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jumping.holdingJumpButton = false;
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}
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}
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// We were grounded but just loosed grounding
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if (grounded && !IsGroundedTest()) {
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grounded = false;
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// Apply inertia from platform
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if (movingPlatform.enabled &&
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(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
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movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
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) {
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movement.frameVelocity = movingPlatform.platformVelocity;
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movement.velocity += movingPlatform.platformVelocity;
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}
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SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
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// We pushed the character down to ensure it would stay on the ground if there was any.
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// But there wasn't so now we cancel the downwards offset to make the fall smoother.
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tr.position += pushDownOffset * Vector3.up;
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}
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// We were not grounded but just landed on something
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else if (!grounded && IsGroundedTest()) {
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grounded = true;
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jumping.jumping = false;
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SubtractNewPlatformVelocity();
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SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
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}
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// Moving platforms support
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if (MoveWithPlatform()) {
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// Use the center of the lower half sphere of the capsule as reference point.
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// This works best when the character is standing on moving tilting platforms.
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movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
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movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
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// Support moving platform rotation as well:
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movingPlatform.activeGlobalRotation = tr.rotation;
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movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
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}
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}
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function FixedUpdate () {
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if (movingPlatform.enabled) {
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if (movingPlatform.activePlatform != null) {
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if (!movingPlatform.newPlatform) {
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var lastVelocity : Vector3 = movingPlatform.platformVelocity;
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movingPlatform.platformVelocity = (
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movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
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- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
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) / Time.deltaTime;
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}
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movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
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movingPlatform.newPlatform = false;
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}
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else {
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movingPlatform.platformVelocity = Vector3.zero;
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}
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}
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if (useFixedUpdate)
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UpdateFunction();
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}
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function Update () {
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if (!useFixedUpdate)
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UpdateFunction();
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}
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private function ApplyInputVelocityChange (velocity : Vector3) {
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if (!canControl)
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inputMoveDirection = Vector3.zero;
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// Find desired velocity
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var desiredVelocity : Vector3;
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if (grounded && TooSteep()) {
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// The direction we're sliding in
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desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
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// Find the input movement direction projected onto the sliding direction
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var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
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// Add the sliding direction, the spped control, and the sideways control vectors
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desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
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// Multiply with the sliding speed
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desiredVelocity *= sliding.slidingSpeed;
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}
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else
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desiredVelocity = GetDesiredHorizontalVelocity();
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if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
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desiredVelocity += movement.frameVelocity;
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desiredVelocity.y = 0;
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}
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if (grounded)
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desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
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else
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velocity.y = 0;
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// Enforce max velocity change
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var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
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var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
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if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
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velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
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}
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// If we're in the air and don't have control, don't apply any velocity change at all.
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// If we're on the ground and don't have control we do apply it - it will correspond to friction.
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if (grounded || canControl)
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velocity += velocityChangeVector;
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if (grounded) {
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// When going uphill, the CharacterController will automatically move up by the needed amount.
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// Not moving it upwards manually prevent risk of lifting off from the ground.
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// When going downhill, DO move down manually, as gravity is not enough on steep hills.
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velocity.y = Mathf.Min(velocity.y, 0);
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}
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return velocity;
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}
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private function ApplyGravityAndJumping (velocity : Vector3) {
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if (!inputJump || !canControl) {
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jumping.holdingJumpButton = false;
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jumping.lastButtonDownTime = -100;
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}
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if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
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jumping.lastButtonDownTime = Time.time;
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if (grounded)
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velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
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else {
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velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
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// When jumping up we don't apply gravity for some time when the user is holding the jump button.
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// This gives more control over jump height by pressing the button longer.
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if (jumping.jumping && jumping.holdingJumpButton) {
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// Calculate the duration that the extra jump force should have effect.
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// If we're still less than that duration after the jumping time, apply the force.
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if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
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// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
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velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
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}
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}
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// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
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velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
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}
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if (grounded) {
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// Jump only if the jump button was pressed down in the last 0.2 seconds.
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// We use this check instead of checking if it's pressed down right now
|
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// because players will often try to jump in the exact moment when hitting the ground after a jump
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// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
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// it's confusing and it feels like the game is buggy.
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if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
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grounded = false;
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jumping.jumping = true;
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jumping.lastStartTime = Time.time;
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jumping.lastButtonDownTime = -100;
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jumping.holdingJumpButton = true;
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// Calculate the jumping direction
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if (TooSteep())
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jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
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else
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jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
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// Apply the jumping force to the velocity. Cancel any vertical velocity first.
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velocity.y = 0;
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velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
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// Apply inertia from platform
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if (movingPlatform.enabled &&
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(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
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movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
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) {
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movement.frameVelocity = movingPlatform.platformVelocity;
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velocity += movingPlatform.platformVelocity;
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}
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SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
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}
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else {
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jumping.holdingJumpButton = false;
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}
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}
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return velocity;
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}
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function OnControllerColliderHit (hit : ControllerColliderHit) {
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if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
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if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
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groundNormal = hit.normal;
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else
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groundNormal = lastGroundNormal;
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|
||||
movingPlatform.hitPlatform = hit.collider.transform;
|
||||
movement.hitPoint = hit.point;
|
||||
movement.frameVelocity = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
private function 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 : Transform = movingPlatform.activePlatform;
|
||||
yield WaitForFixedUpdate();
|
||||
yield WaitForFixedUpdate();
|
||||
if (grounded && platform == movingPlatform.activePlatform)
|
||||
yield 1;
|
||||
}
|
||||
movement.velocity -= movingPlatform.platformVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
private function MoveWithPlatform () : boolean {
|
||||
return (
|
||||
movingPlatform.enabled
|
||||
&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
|
||||
&& movingPlatform.activePlatform != null
|
||||
);
|
||||
}
|
||||
|
||||
private function GetDesiredHorizontalVelocity () {
|
||||
// Find desired velocity
|
||||
var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
|
||||
var maxSpeed : float = 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 function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
|
||||
var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
|
||||
return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
|
||||
}
|
||||
|
||||
private function IsGroundedTest () {
|
||||
return (groundNormal.y > 0.01);
|
||||
}
|
||||
|
||||
function GetMaxAcceleration (grounded : boolean) : float {
|
||||
// Maximum acceleration on ground and in air
|
||||
if (grounded)
|
||||
return movement.maxGroundAcceleration;
|
||||
else
|
||||
return movement.maxAirAcceleration;
|
||||
}
|
||||
|
||||
function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
|
||||
// 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);
|
||||
}
|
||||
|
||||
function IsJumping () {
|
||||
return jumping.jumping;
|
||||
}
|
||||
|
||||
function IsSliding () {
|
||||
return (grounded && sliding.enabled && TooSteep());
|
||||
}
|
||||
|
||||
function IsTouchingCeiling () {
|
||||
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
|
||||
}
|
||||
|
||||
function IsGrounded () {
|
||||
return grounded;
|
||||
}
|
||||
|
||||
function TooSteep () {
|
||||
return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
|
||||
}
|
||||
|
||||
function GetDirection () {
|
||||
return inputMoveDirection;
|
||||
}
|
||||
|
||||
function SetControllable (controllable : boolean) {
|
||||
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.
|
||||
function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
|
||||
if (desiredMovementDirection == Vector3.zero)
|
||||
return 0;
|
||||
else {
|
||||
var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
|
||||
var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
|
||||
var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
|
||||
return length;
|
||||
}
|
||||
}
|
||||
|
||||
function SetVelocity (velocity : Vector3) {
|
||||
grounded = false;
|
||||
movement.velocity = velocity;
|
||||
movement.frameVelocity = Vector3.zero;
|
||||
SendMessage("OnExternalVelocity");
|
||||
}
|
||||
|
||||
// Require a character controller to be attached to the same game object
|
||||
@script RequireComponent (CharacterController)
|
||||
@script AddComponentMenu ("Character/Character Motor")
|
Loading…
Add table
Add a link
Reference in a new issue