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CharacterScript.cs
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281 lines (244 loc) · 10.6 KB
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using UnityEngine;
using UnityEngine.UI;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(Animator))]
public class ThirdPersonCharacter : MonoBehaviour
{
[SerializeField] float m_MovingTurnSpeed = 360;
[SerializeField] float m_StationaryTurnSpeed = 180;
[SerializeField] float m_JumpPower = 12f;
[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
[SerializeField] float m_RunCycleLegOffset = 0.2f; // specific to the character in sample assets, will need to be modified to work with others
[SerializeField] float m_MoveSpeedMultiplier = 1f;
[SerializeField] float m_AnimSpeedMultiplier = 1f;
[SerializeField] float m_GroundCheckDistance = 0.1f;
Rigidbody m_Rigidbody;
Animator m_Animator;
bool m_IsGrounded;
float m_OrigGroundCheckDistance;
const float k_Half = 0.5f;
float m_TurnAmount;
float m_ForwardAmount;
Vector3 m_GroundNormal;
float m_CapsuleHeight;
Vector3 m_CapsuleCenter;
CapsuleCollider m_Capsule;
bool m_Crouching;
public float health = 100;
public float hunger = 100;
public float thirst = 100;
public float deathRate;
public float thirstRate;
public float hungerRate;
public Slider Hbar;
public Slider Tbar;
public Slider healthBar;
void Start()
{
m_Animator = GetComponent<Animator>();
m_Rigidbody = GetComponent<Rigidbody>();
m_Capsule = GetComponent<CapsuleCollider>();
m_CapsuleHeight = m_Capsule.height;
m_CapsuleCenter = m_Capsule.center;
m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotation;
m_OrigGroundCheckDistance = m_GroundCheckDistance;
}
void Update()
{
healthBar.value = health;
Hbar.value = hunger;
Tbar.value = thirst;
hunger -= hungerRate * Time.deltaTime;
thirst -= thirstRate * Time.deltaTime;
if (health <= 0)
{
health = 0;
m_Animator.SetTrigger("dead");
gameObject.GetComponent<ThirdPersonUserControl>().enabled = false;
}
if (hunger <= 0 || thirst <= 0)
{
health -= deathRate * Time.deltaTime;
}
if (hunger <= 0)
{
hunger = 0;
}
if (thirst <= 0)
{
thirst = 0;
}
}
public void Move(Vector3 move, bool crouch, bool jump)
{
if (move.magnitude > 1f) move.Normalize();
move = transform.InverseTransformDirection(move);
CheckGroundStatus();
move = Vector3.ProjectOnPlane(move, m_GroundNormal);
m_TurnAmount = Mathf.Atan2(move.x, move.z);
m_ForwardAmount = move.z;
ApplyExtraTurnRotation();
if (m_IsGrounded)
{
HandleGroundedMovement(crouch, jump);
}
else
{
HandleAirborneMovement();
}
ScaleCapsuleForCrouching(crouch);
PreventStandingInLowHeadroom();
UpdateAnimator(move);
}
void ScaleCapsuleForCrouching(bool crouch)
{
if (m_IsGrounded && crouch)
{
if (m_Crouching) return;
m_Capsule.height /= 2f;
m_Capsule.center /= 2f;
m_Crouching = true;
}
else
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
return;
}
m_Capsule.height = m_CapsuleHeight;
m_Capsule.center = m_CapsuleCenter;
m_Crouching = false;
}
}
void PreventStandingInLowHeadroom()
{
if (!m_Crouching)
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
}
}
}
void UpdateAnimator(Vector3 move)
{
m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
m_Animator.SetBool("Crouch", m_Crouching);
m_Animator.SetBool("OnGround", m_IsGrounded);
if (!m_IsGrounded)
{
m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
}
float runCycle = Mathf.Repeat(m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
if (m_IsGrounded)
{
m_Animator.SetFloat("JumpLeg", jumpLeg);
}
if (m_IsGrounded && move.magnitude > 0)
{
m_Animator.speed = m_AnimSpeedMultiplier;
}
else
{
m_Animator.speed = 1;
}
}
void HandleAirborneMovement()
{
Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
m_Rigidbody.AddForce(extraGravityForce);
m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
}
void HandleGroundedMovement(bool crouch, bool jump)
{
if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
{
m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
m_IsGrounded = false;
m_Animator.applyRootMotion = false;
m_GroundCheckDistance = 0.1f;
}
}
void ApplyExtraTurnRotation()
{
float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
}
public void OnAnimatorMove()
{
if (m_IsGrounded && Time.deltaTime > 0)
{
Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
v.y = m_Rigidbody.velocity.y;
m_Rigidbody.velocity = v;
}
}
void CheckGroundStatus()
{
RaycastHit hitInfo;
#if UNITY_EDITOR
Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
#endif
if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
{
m_GroundNormal = hitInfo.normal;
m_IsGrounded = true;
m_Animator.applyRootMotion = true;
}
else
{
m_IsGrounded = false;
m_GroundNormal = Vector3.up;
m_Animator.applyRootMotion = false;
}
}
/*
==================== TUTORIAL FOR DEVELOPERS ====================
This script is used for controlling a third-person character in Unity.
It includes several key features, including:
1. Movement Control:
- The `Move` function takes care of handling user inputs and moves the character accordingly.
- The character can move forward, turn, crouch, and jump.
2. Animator Integration:
- The `UpdateAnimator` function is used to sync animation states with the character's movement.
- Various animator parameters are updated to reflect whether the character is moving, jumping, or crouching.
3. Crouching Logic:
- The `ScaleCapsuleForCrouching` function adjusts the capsule collider size when the character crouches.
- `PreventStandingInLowHeadroom` ensures that the character cannot stand up if there isn't enough space.
4. Ground Check:
- `CheckGroundStatus` uses a raycast to check if the character is grounded.
- This helps to determine if the character is on the ground or airborne.
5. Handling Airborne and Grounded Movement:
- `HandleAirborneMovement` applies extra gravity to make the jump feel more realistic.
- `HandleGroundedMovement` handles jumps when the character is grounded.
6. Rotation Control:
- `ApplyExtraTurnRotation` helps to rotate the character smoothly based on input.
7. Rigidbody Settings:
- The Rigidbody is set up to constrain rotations along the x, y, and z axes.
- This helps in keeping the character upright.
8. Health, Hunger, and Thirst Mechanics:
- The script also includes simple health, hunger, and thirst management.
- `Update` function reduces hunger and thirst over time.
- If hunger or thirst reaches zero, the health decreases gradually.
- Sliders are used to visually represent health, hunger, and thirst values.
HOW TO USE THIS SCRIPT:
- Attach this script to a character GameObject that has a Rigidbody, CapsuleCollider, and Animator.
- Make sure to configure the Animator with the appropriate parameters: "Forward", "Turn", "Crouch", "OnGround", "Jump", and "JumpLeg".
- Set up the `healthBar`, `Hbar`, and `Tbar` sliders in the Unity Editor to represent health, hunger, and thirst.
NOTES:
- Adjust the serialized fields (e.g., `m_JumpPower`, `m_GravityMultiplier`) to tweak the character's movement.
- Ensure the character's Animator Controller has the proper animations and transitions to support jumping, crouching, and moving.
=================================================================
*/
}
}