using UnityEngine; namespace DestroyIt { [RequireComponent(typeof (CharacterController))] [RequireComponent(typeof (AudioSource))] public class FirstPersonController : MonoBehaviour { [SerializeField] private bool m_IsWalking = false; [SerializeField] private float m_WalkSpeed = 0f; [SerializeField] private float m_RunSpeed = 0f; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten = 0f; [SerializeField] private float m_JumpSpeed = 0f; [SerializeField] private float m_StickToGroundForce = 0f; [SerializeField] private float m_GravityMultiplier = 0f; [SerializeField] private MouseLook m_MouseLook = new MouseLook(); [SerializeField] private float m_StepInterval = 0f; private Camera m_Camera; private bool m_Jump; private float m_YRotation; private Vector2 m_Input; private Vector3 m_MoveDir = Vector3.zero; private CharacterController m_CharacterController; private CollisionFlags m_CollisionFlags; private bool m_PreviouslyGrounded; private float m_StepCycle; private float m_NextStep; private bool m_Jumping; // Use this for initialization private void Start() { m_CharacterController = GetComponent(); m_Camera = Camera.main; m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_Jumping = false; m_MouseLook.Init(transform , m_Camera.transform); } // Update is called once per frame private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) m_MoveDir.y = 0f; m_PreviouslyGrounded = m_CharacterController.isGrounded; } private void FixedUpdate() { float speed; GetInput(out speed); // always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; // get a normal for the surface that is being touched to move along it RaycastHit hitInfo; Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore); desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; m_MoveDir.x = desiredMove.x*speed; m_MoveDir.z = desiredMove.z*speed; if (m_CharacterController.isGrounded) { m_MoveDir.y = -m_StickToGroundForce; if (m_Jump) { m_MoveDir.y = m_JumpSpeed; m_Jump = false; m_Jumping = true; } } else { m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; } m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); ProgressStepCycle(speed); m_MouseLook.UpdateCursorLock(); } private void ProgressStepCycle(float speed) { if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) { m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* Time.fixedDeltaTime; } if (!(m_StepCycle > m_NextStep)) return; m_NextStep = m_StepCycle + m_StepInterval; } private void GetInput(out float speed) { // Read input float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); #if !MOBILE_INPUT // On standalone builds, walk/run speed is modified by a key press. // keep track of whether or not the character is walking or running m_IsWalking = !Input.GetKey(KeyCode.LeftShift); #endif // set the desired speed to be walking or running speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; m_Input = new Vector2(horizontal, vertical); // normalize input if it exceeds 1 in combined length: if (m_Input.sqrMagnitude > 1) m_Input.Normalize(); } private void RotateView() { m_MouseLook.LookRotation (transform, m_Camera.transform); } private void OnControllerColliderHit(ControllerColliderHit hit) { Rigidbody body = hit.collider.attachedRigidbody; //dont move the rigidbody if the character is on top of it if (m_CollisionFlags == CollisionFlags.Below) return; if (body == null || body.isKinematic) return; body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); } } }